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!

Hey folks!  It’s that time of the month again.  June has been a great month for the team, with a couple of new members, a ton of playtesting, and generally as much productivity as a mod team could hope for.  We’ve progressed into Phase 2 of our internal alpha testing with a small team of playtesters, and had a blast doing so and watching the gameplay continously become more streamlined and fun.  Here are a couple of screenshots from our playtesting sessions; the first two are from Ztormi’s map ww_somme and the others are from Wickit’s map ww_passchendaele.

junesomme1junesomme2

junepass1 junepass2

We are rapidly progressing towards an open beta, although we don’t have a timeframe on that yet.  In the meantime, we will slowly expand our alpha testing team and continue tweaking and improving the current features.  Please do not ask to be an alpha tester. We have an ample number of candidates to draw from already, and the best way to improve your chances of becoming one are to participate and be active in the community.  This month we added two team members; please welcome ivsound, our talented new sound designer, and JAWS, who will be doing weapon animations for us.  Our team still has vacancies, so if you are a talented 2d or 3d artist (particularly in the area of character modeling or animation) or an experienced Source level designer, don’t hesitate to get in touch with us.

That’s almost all for this month, but before we go, here’s a blog post ivsound has written detailing the creation of one of the WWI: Source machinegun sounds, including a short in-game video.  Check it out here.  We would also like to cordially invite you all to our community, which you can access through our discussion forum or Steam group.  See you in July!

Progress:
This month we have massive update to show you. Development has got new spark again and mod is progressing with skyrocketing speed. Some members are still busy with their own lives but we are doing our best to keep our development steady and smooth, doing great so far.

May media May media
Focusing on codework and weapons, we have managed to include our fully working codework for our weaponry. However we are still lacking skilled weapon animators to finish the work. Gameplay will be revised giving it more unique twists including our new wounds system and new territorial gameplay (more of those later as they progress).

Player models are being rigged and implemented and hopefully we can post some ingame material of those soon.

Player models Player models
Open jobs:
Alphatesting phase is closing in fast but the only thing holding us back are the weapon animations. We also need player animators and weapon modellers/texture artists to join our team. If you are dedicated, hard-working and skilled sourcemodder drop by on our forums and leave a post, we would be glad to have you in our team.

Community:
WWI Source has opened it’s steamgroup for public. Now we ask everyone of our great fans to join us on http://steamcommunity.com/groups/WWI_Source

Regards
-WWI Source team

After a slow month of progress, things need to get going again.

This has prompted for a new leadership structure, thus bringing me to advertise for a project leader.
As posted before we are almost at alpha testing stage but there are a few holes to fill.

So in short if you think you are up for a bit of a challange to lead this mod into a beta release, then let me know.

Just a quickie this month, we have here for you the Main title music from the game
Enjoy !!!


WWI Source Mod for Half-Life 2 Main Menu music audio – Mod DB

Updated the website theme in more matching with the game !!!!