War: 1864 is a realistic FPS civil war game based around the the tech from 1864.
War: 1864 is a realistic FPS civil war game based around the the tech from 1864. Read more
War: 1864 is a First person Realistic shooter game similar to Battlefield based in 1864, in the midst of the Civil war.
Using muskets, Gatling guns, cannons, trench warfare, grenades, horses, and Calvary swords to defeat your enemies, you are the ones to attack and defend what is yours.
Each class has a special skills and items
Engineer: Digs trenches and builds walls, has standard musket
Medic: Revives and heals people, standard musket
Assault: Gives ammo to other players, has musket and pistol
Sniper: Has a long range musket with a basic scope for sniping
Types of maps
Each map will be unique. I hope to have some maps on the coast, in a forest, plains, a riverside, a castle, and a town or two. The river and Coast maps will have Ironclads and basic Submarines from around the 1860s. Each side will have access to stationary weapons, such as cannons that can also be moved around the map. Each map will have a different play style, with some requiring more snipers (Have fun guys) and others similar to such maps as operation Metro and operation Locker (But less hectic because those map are, I swear to Gabe, complete hell).
Features of maps
2-16 cannons will be spread around the map, balanced on both sides aside from one sided maps, such as the defense of Fort Williams and defense of Lees Landing.
There will be buildings spread around each map in which you can take cover in, and also destroy. Trees will also be able to be destroyed.
Each map will be 2km by 2km of playable area. You can alter the environment as you need, such as the engineer class being able to dig trenches and walls to protect your troops. For the early releases, there will be 2 maps, and by full release, 10-15 maps.
Risks and challenges
The biggest thing would be how to create a AAA game in two years as a small team of no more then 3 people.
The way past this is working hours upon hours a day. I'm planning on 14-16 hours of work a day to get the game into a playable state. This game will very much be a learning process into making a AAA game.Learn about accountability on Kickstarter
- (15 days)