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Insurgency Day of Infamy going stand alone

This is from the Insurgency game menu, if you have the game check it out in full.

DAY OF INFAMY

The reveal of Day of Infamy took everyone by surprise, and this did not surprise us. When we co-developed the Day of Infamy mod for Insurgency with our community and released it back in January, we noticed a bunch of WWII games surface shortly thereafter. It became clear that we may be onto something, and there may be a WWII resurgence in shooters coming our way.

 

We at New World see Insurgency’s core mechanics as the perfect platform for a WWII shooter. This is one of the reasons we were inspired to mod our own game back in December, about six weeks before the mod’s debut. While these new UE4-based WWII shooters look very high quality, neither of them aim to deliver something similar to the core mechanics of Day of Infamy. Plus, neither of these games seem to be developing robust cooperative/singleplayer support, which Day of Infamy already has a strong foundation for.

 

As a mod, Day of Infamy started out relatively small. It was a small side-project for a few New World developers, who worked with some of the best talent in the Insurgency modding community. The initial goal of the project was to become a “continuation” of the Day of Defeat experience established by the Half-Life mod team in 2001. Applying Insurgency’s popular infantry mechanics and building in this inspiration made up the initial release of what would become a popular total conversion mod for Insurgency.

 

We always said from the very beginning there’s a chance Day of Infamy would become commercialized, however we were not sure whether we actually had permission to make the game as an openly spiritual successor to Day of Defeat. We were concerned that Valve would not be fond of us commercializing a game inspired on their IP.

 

After the mod version of Day of Infamy launched, we reached out to Valve to get their thoughts on the project. The original DoD creators checked it out and gave us their thumbs up. Valve offered to license Source Engine again to us so we could make the DoD-inspired game. They also encouraged us to make maps inspired by the classic DoD maps and provided permission to use art from their games. Although we had considered commercializing the game from the beginning, Valve’s positive response and licensing offer made the project a no-brainer to us. We had the opportunity to create an openly spiritual successor to the de facto WWII game many of us grew up on.

 

After GDC in March, New World began full production on Day of Infamy as a commercial game. Having a strong base and working with older Source Engine technology meant it made sense for us to get the project out there on early access as soon as possible. While most of the team remained working on Sandstorm, a group of developers at New World dove into this standalone expansion. We also recruited some of the most talented modders from Day of Infamy’s modding community to work with us on standalone Day of Infamy’s level design, art, and voice over.

 

We were able to come a very long way in three months. Not only is the game very distinct from the mod and from Insurgency, but it contains all new multiplayer, coop, and singleplayer modes, an artillery feature which requires team coordination, weapons including flamethrowers, and all new AI. In the near future, the game will also have all new character art and menu/HUD – powered by the middleware Coherent GT. Day of Infamy’s platform on Source Engine is a much improved version of the platform established with Insurgency, and we believe that the quality of the initial experience players will get with Day of Infamy is much superior to that of the experience we delivered with Insurgency in 2014.

 

The PC Gamer reveal at E3 was a big test for us, because it challenged us to demonstrate our narrative-driven ambitions. When put side-by-side with AAA development studios with massive art teams, I am very proud of what our team was able to put together for the trailer with a small group of people and a very short deadline. In a matter of a few weeks we had to get the scenes for the trailer ready for recording, and the environments looking much higher quality. Although the trailer may not demonstrate the gameplay which we believe is ultimately what will sell this game, it forced us to come a long way very fast. People are also very much aware now of our near-term early access release.

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  • 4 weeks later...
Keen
I managed to get a key to the DOI closed alpha. It's alright, feels just like the mod but with a different UI. The gameplay and graphics are basically the same as the mod.
Sweet mate anyway to jump on the bandwagon?

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