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Official Website : http://postscriptumgame.com/ Facebook : https://www.facebook.com/PostScriptumGame/ What is Post Scriptum? Post Scriptum is a WW2 modification for the acclaimed tactical shooter SQUAD. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69. However, consecutive delays in consolidating ground from the north of Belgium through Nijmegen forced the 1st British Airborne Division in Arnhem to make a stand much longer than anticipated. With no successful link between the XXX Corps and the Airborne in sight, the seventh and final bridge in Arnhem was considered lost. ‘The Bloody Seventh’ is our name for the initial focus of the project as we feel it succinctly details the struggle that the British paratroopers had to endure while waiting for their army counterpart to establish a link through the Lower Rhine. Players will be given the option to fight with the British Airborne Division, British XXX Corps or several branches of the German Army, such as the Wehrmacht or the Waffen SS. It’s a rare opportunity to experience the intense battlefield that was the Battle of Arnhem, which stretched across farms, woods, villages and city areas. Each area is being accurately recreated from archival references that range from street level to aerial images. Whether you’re jumping out of a plane, resupplying friendlies or operating a tank you will find multiple reasons to drop back into the battlefield in this grand scaled representation of a WW2 setting never explored in a large multiplayer environment. http://postscriptumgame.com/assets http://postscriptumgame.com/assets Who are we? Periscope Games is a development group that came to exist from the merging between PR:WW2 (an add-on crew from the Battlefield 2 mod Project Reality) and La Voie de La Liberté (a modding team from SQUAD). The project started in the beginning of March (of 2016) with common goals in terms of structure, recruitment and production by the respective lead developers. The team ranges from members with vast experience (with backgrounds such as Project Reality, Traction Wars, Day of Infamy, Invasion 1944 and even Hitman) to SQUAD modders that have extraordinary potential. We are always looking into adding talented members to our ranks. We believe in a balanced representation in numbers across different departments to keep the current steady pace of development. This is a good opportunity for those with a professional background to add a solid project to their portfolios and skilled modders/graduated students to tune their skills in a great working environment. If you’re interested please check out our Recruitment tab here : http://postscriptumgame.com/recruitment to check available jobs within the team. http://postscriptumgame.com/assets http://postscriptumgame.com/assets What is our concept and goals? Post Scriptum takes the common element of longing that is often expressed in the letters of soldiers to bring a more down to earth and intimate perspective of their existence. The concept takes a strong view of the men behind the uniforms rather than glorifying or creating a subliminal sense of empathy that it’s more often related to ideologies than the very nature of Man. This path will be ever present not only in our promotional ads but also in-game. We have a few ideas in mind to integrate immersive elements, traditionally reserved for single player, that will enhance the overall experience (while avoiding detrimental changes to the multiplayer gameplay). Periscope Games long term ideas for Post Scriptum include more than just a detailed WW2 setting for SQUAD. There are unique gameplay features, map layers and gamemodes in the roadmap that will be implemented (and revealed) in due time. We aim to please players that want a multitude of gameplay options along with those who wish to relive the Battle of Arnhem in a historically accurate setting. We’re taking cautious steps through development ensuring we do not bite off more than we can chew. For these reasons and others stated above we will continue to work hard to bring you a great WW2 tactical experience and hopefully earn the merit to launch our project to higher grounds. http://postscriptumgame.com/maps F.A.Q. Do you have a release date? As usual, ‘it’s ready when it’s ready’. How and where are you going to release? We will reveal such details in due time. Are you going to release your content for the modding community? In the current state, as a modding project, most likely not. Is Arnhem going to be the only place you will cover in the campaign? No. It’s in our plans to go beyond that but ‘The Bloody Seventh’ alone will be quite a monumental task. Will we be able to play with vehicles in the first release? It’s preferable not make promises of that sort while so early in development. Why aren’t you working with other WW2 mods in SQUAD? PR:WW2 initiated talks with WW2 mods in the beginning of February. The proposition would be for each lead developer to have an equal share of decision making within the project. Eventually only ‘La Voie de La Liberté’ agreed with those terms as well as sharing equal views in structure, planning and team management. Are you going to lean towards the Allies in your visual concept? We have a neutral stance regarding both factions. We will balance our promotional campaign between one and another throughout our development. The only one sided leaning element might be baseline with its ‘bloody’ British cursing but that was purposely named to have a double meaning as both sides never had full control of Arnhem’s road bridge. Will you censor Nazi symbols? It’s not in our plans to do so. We believe that every single historical element should be captured regardless of its significance. However, we can't ignore country laws in which such symbols are not allowed. For that reason we’re planning to make a censored version for players that live in countries where Nazi symbolism it’s outlawed. However, our execution of this censored version hinges on many factors, some of which may be out of our control.
From the book Citizen Soldiers: The U.S. Army from the Normandy Beaches to the Bulge to the Surrender of Germany by Stephen Ambrose "At Dawn on June 7th, Lt. Waverly Wray, executive officer in Company D, 505th Parachute Infantry Regiment (PIR), who had jumped into the night sky over Normandy twenty-eight hours earlier, was on the north western outskirts of the village, Ste.-Mere-Eglise. He peered intently into the lifting gloom. What he couldn't see, he could sense. From the sounds of the movement of personnel and vehicles to the north of Ste.-Mere-Eglise, he could feel and figure that the major German counterattack, the one the Germans counted on to drive the Americans into the sea and the one the paratroopers had been expecting, was coming at Ste.-Mere-Eglise. It was indeed. Six thousand German soldiers were on the move, with infantry, artillery, tanks, and self-propelled guns - more than a match for the 600 or so lightly armed paratroopers in Ste.-Mere-Eglise. A German break through to the beaches seemed imminent. And Lieutenant Wray was at the point of attack. Wray was a big man, 250 pounds with "legs like tree trunks." He was from Batesville, Mississippi, and was an avid woodsman, skilled with rifles and shotguns. He claimed he had never missed a shot in his life. A veteran of the Sicily and Italy campaigns, Wray was - in the words of Col. Ben Vandervoort, commanding the 505th - "as experienced and skilled as an infantry solider can get and still be alive." Wray had deep South religious convictions. A Baptist, each month he sent half his pay home to help build a new church. He never swore. His exclamation when exasperated was, "John Brown!" meaning abolitionist John Brown of Harpers Ferry. He didn't drink, smoke, or chase girls. Some troopers called him "The Deacon," but in an admiring rather than critical way. On June 7, shortly after dawn, Wray reported to Vandervoort - whose leg broken in the jump, was now in a cast -on the movements he had spotted, the things he had sensed, where he expected the Germans to attack and in what strength. Vandervoort took all this in, then ordered Wray to return to the company and have it attack the German flank before the Germans could get their attack started. "He said 'Yes sir,'" Vandervoort later wrote, "saluted, about-faced, and moved out like a parade ground Sergeant Major." Back in the company area, Wray passed on the order. As the company prepared to attack, he took up his M-1, grabbed a half dozen grenades, and strode out, his Colt .45 on his hip and a silver plated .38 revolver stuck in his jump boot. He was going to do a one-man reconnaissance to formulate a plan of attack. Wray was going out into the unknown. He had spent half a year preparing for this moment but he was not trained for it. In one of the greatest intelligence failures of all time, neither G-2 (intelligence) at U.S. First Army nor SHAEF G-2, nor any division S-2 had ever thought to tell the men who were going to fight the battle that the dominant physical feature of the battlefield was the maze of hedgerows that covered the western half of Normandy. How could the various G-2s have missed such an obvious feature, especially as aerial reconnaissance clearly revealed the hedges? Because the photo interpreters, looking only straight down at them, thought that they were like English hedges, the kind fox hunters jump over, and they missed the sunken nature of the roads entirely. Wray moved up the sunken lanes, crossed an orchard, pushed his way through hedgerows, crawled through a ditch.Along the way he noted concentrations of Germans, in fields and lanes. A man without his woodsman's sense of direction would have gotten lost. He reached a point near the N-13, the main highway coming into Ste.-Mere-Eglise from Cherbourg. The N-13 was the axis of the German attack. Wray "was moving like the deer stalker he was" (Vandervoort's words), got to a place where he could hear guttural voices on the other side of a hedgerow. They sounded like officers talking about map coordinates. Wray rose up, burst through the obstacle, swung his M-1 to a ready position, and barked in his strong command voice, "Hande Hoch!" to the eight German officers gathered around a radio. Seven instinctively raised their hands. The eighth tried to pull a pistol from his holster; Wray shot him instantly, between the eyes. Two Germans in a slit trench 100 meters to Wray's rear fired bursts from their Schmeisser machine pistols at him. Bullets cut through his jacket; one cut off half of his right ear. Wray dropped to his knee and began shooting the other seven officers, one at a time as they attempted to run away. When he had used up his clip, Wray jumped into a ditch, put another clip into his M-1, and dropped the German soldiers with the Schmeissers with one shot each. Wray made his way back to the company areas to report on what he had seen. At the command post he came in with blood down his jacket, a big chunk of his ear gone, holes in his clothing. "Who's got more grenades?" he demanded. Then he started leading. He put a 60mm mortar crew on the German flank and directed fire into the lanes and hedgerows most densely packed with the enemy.Next he sent D Company into an attack down one of the lanes. The Germans broke and ran. By mid-morning Ste.-Mere-Eglise was secure and the potential for a German breakthrough to the beaches was much diminished. The next day Vandervoort, Wray, and Sgt. JohnRabig went to the spot to examine the German officers Wray had shot. It turned out that they were the commanding officer and his staff of the 1st Battalion, 158th Grenadier Infantry Regiment. The maps showed that it was leading the way for the counterattack. The German confusion and subsequent retreat were in part due to having been rendered leaderless by Wray. At the scene of the action, Vandervoort noted that every one of the dead Germans, including the two Schmeisser-armed Grenadiers more than 100 meters away, had been killed with a single shot in the head. Wray insisted on burying the bodies. He said he had killed them, and they deserved a decent burial, and it was his responsibility. (Citizen Soldiers, 17-21)" Lt. Wray was killed in action on September 19th, 1944.
Hello everyone ! Let me first of all introduce myself, I am Romain, 28yo CG Supervisor for video game cinematics. I have recently worked on project like Halo 5, Grey Goo, Call of Duty ect... I am also member and founder of the ArmA section in the multigaming community =BoB= aka BreizhoO, I am pretty sure I have played with some of you guys on Squad or any other simulation game out there. I am new in the video game industry though, always worked with pre rendered cut scenes, and I have just started in the modelisation of some WWII era assets. Endgame being integrated those as a mod in Squad with Unreal Engine 4. Those assets are started : ( I will get some WIP renders later this week ) Opel Blitz - 80% KubelWagen - 70% Stielhandgranate - 100% Pak 38 - 90% STG 44 - 40% The list is quite long, and for now I am only working on this on my spare time. I will first focus on the firearm themselves, and then, when the SDK gets released, I will get the characters and vehicle up and running? I hope that we will be able to get the original rig, and reuse the game animation. I am also negotiating with the Milirary History Museum of Budapest to get my hand on some Axis and Allies outfit and gears and then 3D Scan them with my company hardware system to get ultra hight quality model, almost never seen in an Indie game before. Now, to get a bit more into details and to introduce the mod : It will be a partial game conversion using some existing asset and animation. Project name is : 1944 : La voie de la liberté. This is the road that goes from Utah Beach in Normandy to Bastogne in the East of France. Crossing Britanny, and Center of France to finish into those cold Ardennes valleys. Battlefield will be various, from the Libération of Sainte-Mère-Eglise, Carentan, Rennes, Anger, Le Mans, Verdun, Bastogne ect... The main idea is to develop a war frontline, with no compromise, extreme simulation, so extreme that gameplay would be left behind on some aspect. Difficulty and Inertia will be the keywords. No quick reload, if it takes 20 seconds for the crew to get in the Panzer 38 (t) then, 20 seconds it will take. MG Gunner will have less stamina than a simple rifleman, or according to his load. Emphasize ambush and transport more than Gun & Run Here are a few features we would like to showcase, via Scripting or Blueprints in UE 4 : - Drink & Stamina ( Drink coefficient is directly connected to the speed of Stamina regeneration. ) - Towing of Canon and light Artillery. - Troop transport, Opel Blitz, Half track, Light carrier ect.. - Light armored vehicles, M5 Stuart, Panzer 38 t. No Heavy Unit - Squad Based, FOB, rallypoint ( Squad ) - Massive non linear map based on actual location - Construction and Fortification ( Squad ) - Gear modification ( Tree branch for canon camouflage, sandbags ect... Men of War like ) - HQ and High Command ( Squad ) - Axis and Allies, Western Front conflict. - Inventory, micro gestion, ammo and drink canteen ( Men of War like ) - Vehicles Cargo ( ArmA like ) - Night and Day cycle ( If technically possible ) - Autobipod ( Red Orchestra like ) Everything announced is subject to changes, but the main idea is here. We will start with the basic features first, in order to get a prototype released no too long down the road. On the reference side, here are some and what we like from them : - Invasion 44 & Iron Front (mod ArmA) ''Speed pace and tactics'' - Resistance & Liberation ( mod Half Life ) ''Game overall concept and belt inventory'' - Men of War series ''Micro gestion and inventory'' - BattlegroundEurope WWII OL ''Game concept and scale and learning curve'' - Red Orchestra & Darkest Hour ''Game concept, and weapon behaviour and impact + bipod system'' - Project Reality ''Team based'' As you can imagine, this is a gigantic task that is in front of us. This is also why I offer to any volunteers to step up, we need 3D Artists, Texture Artists, Progammers, Level designer and Sound specialist. There is absolutely no obligation what so ever in therm of time to invest, if you just feel like modeling one gun and then leave, it is all good with us. If you feel like this is a project you like and want more responsability, then that is also totally fine. Everything is to be done, so if you like it, text me, and we will find you a task suited to your skills. If you have a showreel, or example of past work, please attach them to the discussion. Pipeline is as follow : 3D Modeling : 3dsmax or else for High & low poly. (We need high and low poly modelers, I can provide High meshes that just need retopo and UV's) Texturing : PBR Shader Substance Painter & Designer Photoshop Rigging : 3dsmax Game Engine: Epic Unreal Engine 4 I also have a possibility to purchase some good models on Turbosquid or CG Trader, I will activate a transparent paypal microdonation system to help. Everything will help, up to what you can and want to give, 100% of it will be used in the game purpose. This totally optionnal and is basically like a kickstarter to help us shorten some corners. Thanks for your support. =BoB=BreihzoO
I have no idea if this has been discussed before (searched the forums but couldn't find anything). I WOULD PAY SO MUCH MONEY FOR AN EXPANSION/DLC/SECOND GAME SET IN WWII since PR WW2 isn't coming anytime soon. I know the base game isn't even in aplha but it's worth considering. Discuss