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WWII Online: Chokepoint News

Unreal Engine Conversion Progress Update

S! Everyone, and Happy Labor day to you all! As promised we have an update for you regarding WWII Online: Chokepoint. We remain in the trenches of transitioning the game from Unreal Engine 4 to Unreal Engine 5 and we are making good progress in this endeavor. Unreal 5 opens up a lot of amazing technologies, nanite rendering being among one of the most powerful. Our team remains committed to the development of Chokepoint as the infantry system being developed here will result into WWII Online 2.0's infantry system, ranging from new assets, rigs, animations and most importantly making it feel right in terms of smoothness. Keep reading as we've got some before and after screenshots from the conversion and will discuss a couple of important decisions we'll be making and setting expectations.

[h2]A LOT HAS HAPPENED SINCE OUR LAST UPDATE[/h2]

First let me say thank you to everyone in the community who have been patiently waiting for an update here on Chokepoint. It is our preference to come to you with solutions and productive information and sometimes that takes time. We have more contributors working on Chokepoint than we have had since the beginning of acquiring the IP, ranging from programmers to producers to artists. We have completely changed our way of how we collaborate on the project moving from SVN to Git and utilizing brand new tools to help us do that job.

Under my leadership I have always aimed to be transparent because you deserve that and it is the right thing to do. So let me say upfront that the original team who were working on this project decided to part ways and it created a bit of a stall in progress as we picked up the pieces, rebuilt the ability to work together and brought on new talent. This wasn't our choosing or desire, nor was it foreseen, but it has been resolved and we are continuing the mission as all roads inevitably lead to the building of WWII Online 2.0 and this is an integral component to delivering on that.

Let me reiterate our commitment to Chokepoint remains because it is acting as:

  • The training ground for our producers and artists to work in Unreal.
  • Helping us understand how to setup the projects success for WWII Online 2.0.
  • Creating a brand new functional infantry system.
  • A deployable product designed to reach the market and bring more folks into our WWII Online Franchise.
  • A source of revenue to fuel development efforts on all of our fronts.


With all of that said we have real work taking place in the form of fixing post-conversion cleanup. This includes:

  • Cleaning up blueprints / compile errors.
  • Creating an all-new Animation Blueprint / event graph.
  • Fixing up the three main levels of: Carentan, La Fiere and Eglise.
  • Replacing old animations with better versions.
  • UI / HUD functional fixes.


[h2]INFANTRY AIMING SYSTEM[/h2]

Historically there was a two-stage aiming system which allowed for a quick snap and look around feature, followed by a hold-to-aim to look down sights for longer shots. We have found that while this system was unique it has created a lot of confusion for new people testing it out and it also creates an unfair advantage for those who are accustomed to it vs those who are not. To make sure the game isn't offsetting to the majority of FPS players we're going to be nixing that two-stage aiming system all together so it's a simple hold-to-aim across the board. 

[h2]MOTION SICKNESS FIXES[/h2]

In an effort to help alleviate motion sickness concerns we're exploring with increasing the FOV (Field of View) and making that a setting players can actually interact with on their own behalf to get things "right" for them. This also means removing head-bob and anything else that would be impacting them. There's a lot plans to help with the overall camera feel, particularly during vaulting as well to make that a smoother transition.

[h2]NEW LOW CRAWL ANIMATIONS (WIP)[/h2]

These are raw captures of upcoming low crawling animations that are currently in progress, only intended to show the intended direction of things, not a final result.

[previewyoutube][/previewyoutube]

[h2]CARENTAN LEVEL CLEANUP (BEFORE & AFTER)[/h2]

We have multiple artists and developers combing over each planned release level to cleanup obvious issues and these help showcase some of those fixes. They do not represent a final result and we have plans to add/modify/enhance other assets within. Our first priority has been to get the most popular map squared away which is Carentan. Please enjoy these before and after shots below.



















[h2]SUBSCRIBE TO SUPPORT DEVELOPMENT OF ALL EFFORTS[/h2]

We cannot encourage you enough to step up and help these efforts by subscribing to WWII Online at http://account.wwiionline.com which will not only get you access to our flagship product of WWII Online, but also a Steam key to access WWII Online: Chokepoint. 

We're continuing the efforts here and things are starting to take off. Stick around for more updates, we'll try to get you some more as we go forward.

WWII Online: Chokepoint Update Video #18

Howdy everyone! We're back with another update video! We hope you're having a fantastic summer season! Hopefully today's update video will make it even better.

[previewyoutube][/previewyoutube]

[h2]WISHLIST US[/h2]
We'd like to take this opportunity to remind you to wish-list us on our Steam Store Page so you can be alerted of new updates and also become aware of when we launch the game on Early Access.

https://store.steampowered.com/app/1576780/WWII_Online_Chokepoint/

Dev Update & Conversion to Unreal Engine 5

WWII Online: Chokepoint development is steadily underway and today we wanted to give you some updates on our progress with converting the game from Unreal Engine 4 to Unreal Engine 5, plus share some great work that our artists have been doing. So buckle up, this is going to be good!

UNREAL ENGINE 5 CONVERSION


UE5 offers WWII Online: Chokepoint greater optimization and tools to work with. STEFAN and XOOM discussed this in great detail and recognized it would be ideal for us to convert over to UE5 before we launch the game so we had all of the latest and greatest tools and optimizations while avoiding a slow down post-release with development and production to conduct the conversion.

Simply put, this is fantastic that Chokepoint is going to come swinging out the gates with Unreal 5 already configured - w00t!

Let's get to some of that art stuff!

[h2]NEW JEEP PROP[/h2]
We are particularly excited about this vehicle because of how iconic it is! While it is built as a vehicle prop, it was also built to be a fully functional vehicle someday if we decided to go down that route (which we'd like to, but later on as bigger maps get added).



[h2]NEW KUBELWAGEN[/h2]
The German counterpart to the Jeep - yes it's built with moveable parts so if someday we decide to make it operational, it'll be ready to go! Kudos to SADGUY for the artwork on the Jeep & Kubelwagen!



[h2]101ST AIRBORNE INSIGNIA / DECAL[/h2]
As like WWII Online, Chokepoint will have player decals which are used to denote special customizations, rewards, prestige, etc.



[h2]NEW TENT PROP IN CARENTAN[/h2]
YUKZX has done a great job with the artwork here to create realistic looking tent props currently in Carentan, but could really be added to any map.



[h2]PANZER HULK IN CARENTAN[/h2]
Carentan is planned to be one of our primary maps initially released which is why such great attention to detail is being paid to it. One of our artists "Anderson" has put together a master piece and this in-engine shot doesn't do the complete justice until you see it up close. Add a little fire to it and some smoke - this thing is BBQ'in!



[h2]WISHLIST US[/h2]
We'd like to take this opportunity to remind you to wish-list us on our Steam Store Page so you can be alerted of new updates and also become aware of when we launch the game on Early Access.

https://store.steampowered.com/app/1576780/WWII_Online_Chokepoint/

Inside Surveillance: La Fière

Howdy Everyone!

La Fière was one of the famous airborne engagements during the Normandy Campaign, known for being one of the bloodiest, small unit battles of the invasion, and we hope to capture that same intensity in our take of the battle. Those of you who have been with us for a long time no doubt already know of the map, and we've taken player feedback and suggestions from our playtests to improve on the design, and make it all the better.

Today, just like we did with Carentan on our previous Inside Surveillance, we're taking you on a tour of the main areas of the map.

As always, note that the map is still unfinished, and that a few areas need some touching up.


The first objective is the German held Manor. The Allies have 3 main avenues of attack. The main road, the Hay Pile Field, and the Manor Field.


Main Road


Hay Pile Field


Manor Field


Manor Courtyard



Next, the Allies will have to take control of the bridge. There are 3 main avenues of attack across the flooded river into the German bridgehead. The Bridge, the Shallows, and the Tree Bridge.


Shallows


The Bridge


The Tree Bridge


And for those feeling like those paths may be too conspicuous, one can always take a chance at swimming across, preferably with someone covering you.


Axis Barn


Axis Bridge Camp



After Securing the bridgehead. The Allies must continue up the road to take out a German 88 emplacement before getting into the village. They can keep pushing down the Main Road using the downed tanks for cover, trudge through the flooded Glider Field or try to flank through the Flooded Field.


Glider Field


Main Road


Flooded Field




German Flak 88 Emplacement.



With the Flak88 out of Commission, the American Paratroopers can finally head into the village and take out the German HQ, but first, they'll have to get control the Cauquiny, defended by a ruined house turned MG nest that guards the Main road.


Checkpoint


Flooded Flank


Side Field


MG Nest


Once the MG nest is neutralized, it's a straight shot to the German HQ in close quarters battle from courtyard to courtyard, and through the bombed Church of Saint-Ferréol de Cauquigny.


MG nest backyard


Church Road.


Side Field


Main Road.


Trench


German HQ


That's all for today's Inside Surveillance on Carentan! Keep in mind everything's still subject to change, but you can get an early look at what awaits you once you strap up and head feet first into the Battle of Carentan in WWII Online: Chokepoint!

Thank you all for reading, and hope to see you again on the next Inside Surveillance.

See you on the battlefield!

[h2]WISHLIST US[/h2]
We'd like to take this opportunity to remind you to wish-list us on our Steam Store Page so you can be alerted of new updates and also become aware of when we launch the game on Early Access.

https://store.steampowered.com/app/1576780/WWII_Online_Chokepoint/

[h2]WANT TO HELP THE PROJECT?[/h2]

We are actively looking for developers and artists to help us build WWII Online: Chokepoint. If you are interested in joining our team, learn more and visit our online press kit here!

Character & Loadout Customization

Wing2 of Playnet/CRS has been actively working on WWII Online: Chokepoint recently we introduced a new feature we'll be showcasing today which focuses on Character & Loadout Customization - which also allows for some basic load out modifications. We have worked to prioritize this as we explore new ways to add depth to the future of WWII Online and consider new monetization paths. As it stands we intend to release character customizing to paid subscribers only as a perk for supporting our project(s) and infrastructure. As a reminder, we plan to allow for a single WWII Online subscription to access both products (2 for 1) simultaneously.

Join our WWII Online community Discord.

[h2]CHARACTER CUSTOMIZATION IN DEVELOPMENT[/h2]

As we explore new ways to offer subscribers greater value we have been exploring a long requested desire to modify not just your uniforms, but also your weaponry. Right now our testers (who are WWII Online Hero Builders [here]) can explore modifying:

  • Helmets
  • Heads
  • Primary weapon (for certain classes)
  • Grenades
  • Smoke Grenades

We have plans to add more options for character customizing which could be things like battle-hardened uniforms, magazines, sights, etc. These options can come later as development continues and content is produced.

This is significant because everything that is happening here with our infantry here in WWII Online: Chokepoint, will also be compatible with WWII Online 2.0. Everything you see here is the beginning stages of development and is an exciting proposition - are you ready?

Let's take a look at some photos and see how this works.









At this point there's a little button at the lower right which shows "spawn" that you click and you're immediately spawned into the game with the gear you've selected. Pretty easy right?

This is a significant development that will be slated for Chokepoint and WWII Online 2.0 specifically in case you were wondering.

[h2]PROGRESS ON WWII ONLINE: CHOKEPOINT[/h2]

Wing2 at Playnet/CRS has been making tremendous progress on Chokepoint and we are grateful for our play testers who are actively providing feedback and helping us make the product more polished for you guys. We'll keep you posted on our release timeline (we aren't quite ready to share that) but as we said, we are committed to continued development news so you can see how things are shaping up.

We'd now like to show you the new Opel Blitz coming to the game. While this vehicle is presently a static object it is built to have a future in the game to be a functional unit - though drivable units is downstream for the development pipeline. Take a look at how awesome it is!

FIRST LOOK AT THE NEW OPEL BLITZ FOR WWII ONLINE: CHOKEPOINT!



[h2]WISHLIST & SHARE US![/h2]

Don't forget your role in the war effort Soldier! By "wish listing" us you are going to get direct notifications about all announcements that we make. And by "sharing" us you're ensuring that more soldiers join our cause. We want to thank you for supporting us, we hope you have enjoyed this update!

Please comment and let us know what you think!

https://store.steampowered.com/news/app/1576780/view/3064130783984959650