Welcome back to the weekly tradition of the Devblog.
This is the third and final week about the Brest fortress diary arc. If you didn't read the previous entries, I invite you to do so here:
Part I (Devblog #20)
Part II (Devblog #21)
To the Trenches!
So, we have talked about the story of the Battle of Brest Litovsk and showed you some images of the work in progress. Now we will talk about the mission.
The Brest Litovsk scenario covers an area of nearly 2.5km. You will be in command of the russian defence, and you will have to hold the lines of fortified positions against all odds: intense artillery shelling, massive german armoured assaults and infiltrated saboteur Brandenburger units.
Some of the defensive lines utilise the fortress fortified strongholds and pre-built trench lines and casemates. However, the Germans know where the emplacements are located and will intensify the barrages and pressure on those points, therefore you might decide to build your own fortifications like foxholes, casemates, trench systems and MG nests.
Some scenery to expect:
HD link
HD link
Last week we did have some people suggesting that the screenshots looked too cold and decayed for a summer sunrise. Our Art Director has prepared some words:
“Games is a kind of art.
You may have noticed that every game is in some way stylized. This is due to the fact that reality is often boring. And once back home, we want to immerse you in another "type" of world.
A Game is primarily a game, not a simulation nor reconstruction. In game a good and balanced gameplay is primarily important. We can possibly virtually create locations (up to recreate the position of each tree) from photographs and other materials, but in this case, the gameplay could be seriously damaged. But we strive to create a realistic and interesting game with high quality and competitive gameplay where there is a place for our creative potential too. We strive to combine realism and the stylization without damaging them.
In "Gates of Hell" we want to show the atmosphere of that terrible war which shook the world. This does not mean that everything will be taken from the ceiling, we use a variety of photo references of places, objects, etc. But we deliberately want to resort to some stylistic techniques that will help us to show and enhance the atmosphere of the world, show those terrible events through the environment in our game.
In the end I want to say regarding of visual part of game that the game is in early stage of development so things may change.”
Take care and see you in the forums!
