We are grateful to all the players and mod creators who have dedicated their time and effort to participate in the Wishlist activity. We have thoroughly reviewed and documented every thread and post. This feedback is invaluable in recalibrating our development plans and priorities. We appreciate your input and encourage you to continue sharing your thoughts!
Over the past two weeks, players and mod makers have generously shared their thoughts, suggestions, and ideas for the upcoming project on the #wishlist forum. Your feedback, coupled with extensive internal discussions surrounding your posts, has guided us in outlining a list of inclusions and exclusions for the next project. Here's the list:
- Gameplay
- We prioritize single-player experience, realism, and authentic immersion
- We plan to make story-driven campaign missions and skirmish missions.
- A brand new realistic, detailed component-based damage model with improved damage systems, secondary damage, and events that affect vehicle combat capability. No more HP bars for vehicles.
- All units will be accessible in PvP games and PvE skirmish missions against the AI. No grinding or unlocking.
- The good old familiar squad system will return, as it allows for seamless control and management of each member, with the flexibility to dissolve and form new squads effortlessly.
- The good old lobby will return.
- No microtransactions, and no pay-to-win garbage. Once you purchase the game or any future DLC, you'll get immediate access to its content.
- No more AI squads (Separate infantry squads) in which each soldier cannot be controlled.
- Tech
- No more always online. We have opted to remove the online dependency, making the game fully playable offline.
- The simulation physics will be significantly improved.
- A new animation system will be implemented.
- A new flexible moddable human skeleton will be implemented, enabling more complex and smoother animations for human characters.
- An improved version of the road tool to draw roads on the maps.
- The introduction of new technologies for trees and grass.
- The introduction of Procedural Content Generation (PCG)
- A new user-friendly tool for modifying the internal structure of vehicles in the editor will be implemented.
- Modding
- Modding will be supported from day one, with all game data and files accessible.
- The return of the easily moddable UI. No more HTML web interface.
Let us know what you think of this list, and keep up the feedback, ideas, and suggestions coming. We’re looking forward to it on the GEM Engine forum of the Best Way Discord.
Thank you for your continued support!
The Best Way Team