12th Feb 2010
Everybody, it is on. Rather than have work slow down during the holidays, we’ve been working hard during our Christmas break and all of January to finish up the mod. We can finally say that it is indeed coming. We are going into SVN Lock next week or so and the release should be shortly after that. What does that mean? Yes, we are releasing this February 2010. To tide you over until then, we’ve got a ton of media to show you of what we’ve been working on these last couple of months: mapshots of Bunker ( a big map by Sol set in winter), new hand and sleeve textures, an HL2 ammo crate reskin, in-game playtest images, the skinned enfield, the Mark I tank, etc. You can see them below.
We’ve had some great nearly full playtests these last few weeks thanks to the Art of War servers as well as the [RAF] clan (a big thanks to both of them!), and we’re definitely looking forward to playing with everyone on full servers. Also, rest assured, once we are absolutely 100% sure of the release date, we will post word about it.
So until release in the coming weeks, sign up on the forums, discuss the game, tell your friends, because World War I: Source is coming!
I would like to say a HUGE thanks to Dallas over at “Art Of War” for stepping in and providing us with a server.
Dont forget if you want a server these are the guys to go to.
This means things WILL move a little faster towards that release…..
we are just cleaning up a few last things and will be doing some major testing.
Watch this space
Happy Thanksgiving to all of you out there from the WWI: Source team! November has been another relatively slow, uninteresting month as we work to tidy everything up and wrap up the final features needed for our public beta release, and we are still on track for that happening in 2009! We could use the services of a weapons animator to help us get this done, so if you or someone you know is capable and might be interested, drop us a line. No media this month as beta draws ever closer, but soon you’ll be able to take all the screenshots you want of WWIS yourself when you are playing it. One final note: our server provider for our internal playtesting server has backed out and dropped support for us, so we could use some help finding a new one!
Talk to you next month, which should be a very interesting news post to say the least!
It’s that time of the month again! We don’t have a whole lot to report this month, but we do have some good news. At our last team meeting, after discussing whether or not to release an alpha build to the public, and taking comments we’ve received on the matter from the community into consideration, we decided not to put out a public alpha. You guys will have to wait a little bit longer to experience WWI:S in all of its glory. However, it shall not be long. We are proud to announce our intention to get a public beta release out by the end of 2009. Our list of bugs and unimplemented features grows shorter and shorter all the time and we are not far now from beta. More on that next month.
World War I: Source is still looking for a few people to join the development team as we take WWI:S to beta and beyond. If you are a 3d character artist, an animator, or an experienced level designer and you’d like to contribute, visit our forum. We are not actively seeking other positions but if you feel you have something to add to the team, by all means drop us a line.
Next month: more information about the beta!
Greetings from the WWI: Source team! We have some good news and some bad news for you this month. Let’s get the bad news out of the way first – no gameplay video this month! The team has collectively had some time and hardware difficulties that have postponed it. As for the good news, we have some more information on our upcoming public release, as well as a little bit of media. Check out this reskin that deceiver has made for our Commonwealth player model!
Lately progress has still been slow, since we have a small team with real-life responsibilities, but things are coming along and we are getting to the point where a public release is relatively imminent. Some of the work being done is like the reskin you see above – content updates, map optimization, etc. The rest is mostly concerned with tweaking balance and fixing our remaining outstanding bugs and issues.
We are considering releasing a public alpha (rather than our previous plans for a more polished beta) in the near future, although it would be unfair of me to try to put a timeframe on it. Your opinion on this matter interests us – would you prefer to play an alpha with solid, well-developed gameplay sooner, or would you rather wait a few extra months for a more polished (content-wise) beta release? Respond here or on our forum to let us know what you think.
That’s all for this month, soldiers! See you next time, and start polishing your bayonets, ’cause it won’t be too long now before you need them!
Howdy folks, sorry for the late update. In any case, we don’t have much visual stuff to show you, but rest assured we have been hard at work on the mod. Playtesting sessions have continued and been very successful, particularly our larger (10+) player sessions which were intense and brutal. We are working on brushing up and improving the four maps we intend for the public beta and improving the quality of other things on the content side, particularly sounds and textures. I can’t give any specific time frame on our public release, only the classic “when it’s ready”, but things are moving at a healthy pace. In our September post, to make up for the lateness of this post, we’re going to show you video of some of our playtests, so stay tuned.
July has been a relatively quiet month for the team. Alpha testing has continued at a steady pace, and we are proud to say that for the most part we have reached feature lock for our upcoming public beta, which means that we are focused on the content development front (primarily maps) and ironing out bugs by playtesting, rather than coding in new features or making drastic changes to the gameplay. We are aiming for four complete maps to be ready for our beta; you’ve already seen two of them, Somme and Passchendaele. Today we’re giving you a peek at some work in progress screenshots of another one, wickit’s map ww_devilswood, set on the outskirts of a small town.
We also have some sad news – one of our developers, Tomi “Ztormi” Lammi has left the team in order to fulfill his mandatory service in the Finnish Defense Forces. Ztormi contributed a great deal to the mod as a mapper and our primary coder, and without him we wouldn’t be anywhere close to where we are today. Hats off to Tomi and best of luck to him in the military! On a happier note, we would also like to welcome Jobye “deceiver” Karmaker to the team, where he will be helping out in the modeling department, particularly with prop models.
That’s all for this month. Modest update, I know, but we should have something very tasty for you to munch on in our August post. Thanks for reading!


