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How to Make a War Video Game: Development Guide
Phase 1: Concept & Scope
Subgenre:
Tactical FPS (
Insurgency
), Mil-Sim (
Arma
), Arcade (
Call of Duty
), Grand Strategy (
Hearts of Iron
), Survival (
This War of Mine
), RTS (
Company of Heroes
).
Setting:
Historical (WWII, Vietnam, Cold War), Modern, Near-Future, Alt-History, Sci-Fi.
Core Loop:
Shoot → Move → Communicate → Secure → Extract. Or: Plan → Execute → Adapt.
Tone:
Heroic, Gritty, Anti-War, Sandbox, Narrative.
Phase 2: Tech Stack
Engine:
Unreal Engine 5 (visuals, networking), Unity (accessible), Godot (open source), Custom (Frostbite, IW, Snowdrop, Anvil).
Networking:
Dedicated servers (authoritative), Client-side prediction, Lag compensation, Rollback (fighting), P2P (small co-op).
Physics/Destruction:
Chaos (UE5), Havok, PhysX, custom voxel.
Phase 3: Core Systems
Ballistics:
Hitscan vs Projectile (drop, drag, penetration, ricochet).
Damage Model:
Hitboxes, armor plates, organ systems, bleeding, fractures.
Movement:
Stance, lean, vault, mantle, prone, sprint, inertia.
AI:
HTN/GOAP/Behavior Trees. Squad tactics (flank, suppress, bound). Civilian logic.
Vehicles:
PhysX/Chaos simulation. Crew positions, damage states, physics interaction.
Audio:
HRTF spatial, occlusion, dynamic range (gunshots vs footsteps), VOIP integration.
Phase 4: Content & Narrative
Maps:
Real-world GIS data → heightmap → art pass. Chokepoints, cover, verticality, spawn logic.
Weapons/Gear:
Reference kits, photogrammetry, animation rigs, attachment systems.
Campaign:
Scripted missions, branching objectives, character arcs, moral choices.
Multiplayer Modes:
Conquest, Breakthrough, Firefight, Extraction, Battle Royale.
Phase 5: Responsibility & Authenticity
Consult Veterans / Historians.
Avoid glorification. Depict consequences.
Accessibility:
Remappable controls, visual/audio cues, difficulty sliders, colorblind.
Legal:
Trademarks (weapon names), likeness rights, export controls (ITAR/EAR for mil tech).
Phase 6: Live Ops
Seasonal content, battle passes, anti-cheat (kernel/user), telemetry, community management.
Start small: **Vertical Slice** (one map, two weapons, one mode, working netcode). Iterate.
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