What we know so far.... | Game Information

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What we know so far.... | Game Information

Disclaimer
I've decided to compile the information that has been released so far so that it can easily be sifted through in one post. The game is still in development things are likely to change. I'm not affiliated with Victura. I've compiled the majority of these questions and answers through sifting through AmperCampers posts.You'll notice when I haven't when there isn't any quotes or reference to Amp at the end. :)
I urge you to check out the official FAQ first: viewtopic.php?f=13&t=16&p=20#p20

So what do we know so far?

Abbreviations used:
Amp - AmperCamper, the current Community Manager at Victura
SDIF - Six Days in Fallujah

Development & Community
What game engine does SDIF use?
"The game is currently being built with a modified version of Unreal Engine 4, and all of the game technology is new. In 2009, the game was being built with an in-house custom engine." -Amp

Will you create a Discord?
" Owning communication on our own forum is a must, but we're open to extending that communication to Discord for more real-time interactions in the future." -Amp (There is an unofficial Discord viewtopic.php?f=14&t=44&p=112#p112)

Will there be moderators added?
"Yes, the role has always been there as a placeholder. But, we wanted to make it public from the start to let everyone know that we absolutely will be looking for volunteers as things get busier (especially with the nature of our project). We value what you guys bring to the table, and we know you want to help!

There have been a few requests in the past for the role, and I've noted these down. We'll keep everyone posted as needed!" -Amp

Is there any developers from the 2009 game working on the current project?
"Former CEO of Atomic Games, Peter Tamte, is leading the project. We also have project management from 2009 on board today. Outside of this, former Destiny and Halo employees make up some of Highwire Games." -Amp

Will there be beta testing?
"Confirming there will be some form of beta testing prior to release, but we don't have any specifics at the moment." -Amp

Will there be VR Support?
In a interview Peter Tamte (CEO) mentioned it and even said there is a prototype with a 20 minute mission and said he can't promise that it'll be released but he said it's not out of the question.

Will there be Cross-play?
"Cross-play is very high on our priority list." -Amp

Game Information

What will the price be?
"No decisions have been made on price yet. Stay tuned!" -Amp

How Realistic will the game be?
"We're aiming to be the most authentic military shooter to date. The team has spent more than three years building unique technologies and game mechanics that bring you guys closer to the uncertainty and tactics of modern combat than other video games have explored. We're excited to show how this translates as we get closer to release." -Amp

Will there be multiplayer?
"Confirming there will be both a single-player narrative campaign, as well as co-op multiplayer. We don’t have any news to share yet about adversarial multiplayer." -Amp

How much of the environment will we be able to destroy?
"The game features minor environmental destruction this time around. It's not the kind of full-scale destruction created for the 2009 game." -Amp

Will there be different breaching techniques?
"Part of our design objective is to get players to stop thinking of maps as linear and more like sandboxes. Think instances where combat puzzles can be solved in multiple ways from multiple directions. While blowing holes in walls is a big technical challenge, many of our buildings have multiple entrances, and that includes ways to access rooftops and cross-buildings from rooftops to clear top-down." -Amp

Will there be first person and third person?
"we believe the first person perspective is the best method for translating these real-world stories." -Amp (Third person suggestions have been made and the development team is taking it into consideration.)

Will there civilians and will we be able to kill them?
"Civilians will be present in some missions, and engaging a civilian is a mission failure." -Amp
Some further explanation taken from another post
"The units we’ve been working with practiced a stricter ROE. Most of these units also experienced losses by not engaging individuals pretending to be non-combatants.

In terms of game mechanics, many of the servicemembers we’ve spoken with described the thought of engaging a non-combatant as so abhorrent they would be incapable of continuing the fight. And, we have spoken with officers who had to pull servicemembers from their units who had actually become combat ineffective after accidentally engaging a non-combatant.

These are two of many substantive reasons why penalizing players for shooting a civilian is appropriate." -Amp

Will SDIF support x language?
"While we haven't sorted out all the languages we will localize for, you guys can expect the game to be localized for the largest ones." -Amp

Will the entire game be procedurally generated? What about historical accuracy?
"While maps are generated procedurally, there are cases where the specific architecture of a building, layout of the streets, or presence of objects is vital to the recreation of a story. For these "Signature Buildings and Environments," we only randomize aspects that aren't necessary for a realistic recreation of the encounter." -Amp

Will there be wear and tear on weapons and uniforms?
"To a certain degree, equipment will get dirtier based on your environment."-Amp

Will there be booby traps?
"Yes, there will be booby traps and spider holes." -Amp

How big is the map and will we run into other friendly AI?
"The Area of Operation for each mission will be roughly the size of 1-2 large city blocks, and you are free to move around anywhere within this AO. Yes, you will encounter other friendly AI and activity in some missions, depending on the scenario." -Amp

Will there be difficulty settings?
"Currently, we're planning just one level of difficulty. With that being said, this is subject to change as we undergo much more intensive user testing." -Amp

Will there be a tutorial?
"We will not waste players' time by explaining things they should already know, but we are doing some unique things that will require some explanation and easing you guys into them. More on this later." -Amp

Does health regenerate?
"Confirming that health does not regenerate. We are experimenting with the health system and the team has some clever ideas on this, but we still need to lock some of these down before going in-depth." -Amp

Will there be leaning and different ways to throw grenades?
"Our lean function is still under testing by the team, and we're experimenting with tweaks at this point. Thanks for the list!

As for grenades: yes, we will allow players to choose between overhand/underhand grenade tossing."-Amp

Will there be microtransactions?
"As for microtransactions, we currently have no plans to add them. We also agree with you guys and your concerns about mtx being inconsistent with the tone of what we’re trying to do with Six Days. However, it’s difficult to make a definitive, “we’ll never ever do something” statement because it’s hard to predict conditions within the industry that are out of our control."-Amp

Will there be limited ammo?
Yes but you will be able to restock, see below.
"Correct, LAVs will be used for ammo restock." -Amp

Will there be vehicles?
"No plans for player-driven vehicles, but that's not to say insurgents won't use them in opposition." -Amp

What about weapon customization?
"Players are assigned their weapons during the single-player campaign, but there is more flexibility in co-op based on very specific examples we’ve been given involving things we haven’t announced yet. I know this is a bit vague, but know there are some specific options available in co-op." -Amp
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Re: What we know so far.... | Game Information

Thanks for taking the time to compile this list! This is especially handy for newcomers to the forums who aren't as accustomed to digging in the search box.

I'll leave this stickied for ease of access for a bit. We appreciate it!
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