2015 was yet another busy year for our teams. From Marksmen DLC in April through to Nexus Update in December, we’ve seen a number of launches, announcements, and platform updates.
With that in mind, we'd like to offer up a brief retrospective of our work, and sketch out some of the development we've lined up for Arma 3 in 2016.
Since we're aiming to keep things fairly concise, we’ll take a look at just 10 favourite bits of last year's splendid progress, covering new content, gameplay and much more besides:
- The 'stand-out' Marksmen DLC feature, Weapon Stabilisation was an engine-driven solution to a tricky problem: resting or deploying pretty much any official (or custom-created) weapon on any terrain or object.
- Alongside some richly detailed rifles - complete with new accessories, sounds, and animations - creating Marksmen DLC's Premium Weapons afforded the opportunity to add a new class of machine gun.
- The gradual improvement of our AI has been ongoing since launch, but with Suppression, we introduced an important new feature, which tied together a lot of our previous foundation work.
- Introduced as an 'experimental' MP mode in Marksmen DLC, End Game was later fleshed out in Nexus Update. It's helped us create useful new platform systems and validate network optimisations.
- In March, we were happy to wrap up the Make Arma Not War competition, announcing the winners and runners-up, and sharing half a million Euros across a variety of categories.
- Although the Arma 3 Tools package enjoyed various additions, Terrain Processor stands out as a welcome utility, which fills the gap between geographic data and our proprietary terrain editing pipelines.
- In June, The PC Gaming Show at E3 was a fantastic opportunity for us to reveal Tanoa, our next terrain and undoubted centrepiece of this year’s expansion, Arma 3 Apex.
- Enabling mod-makers to define ‘Dependencies’ via Steam Workshop was an important step on the path to improving the maintenance of custom-content and simplifying the process of joining modded multiplayer servers.
- The so-called ‘Foundation Release’ of our Arma 3 Units web-service enables players to quickly and easily find like-minded folk from the big variety of community groups and play-styles out there.
- ‘End Game Tournament’ was a fine way to round off the year: a chance to battle some community groups, and a splendid opportunity to showcase new things like Spectator mode!
Of course, there’s much more we could dig into; to get a sense of it all, check out a few 2015 SITREPs. Fair warning, though: there are 48 of them!
So, looking ahead to 2016, we've got a lot more ground to cover! Once again, let's pick out just a few of the things that we're most looking forward to:
- Without doubt, the stand-out feature of the forthcoming Eden Update is a purpose-build 3D Scenario Editor. Following a few months of Dev-Branch testing / feedback, it's almost ready for official release!
- Another hotly anticipated feature already live on Dev-Branch is our Launcher-based Server Browser. Alongside advanced filtering options, the detection and automatic download of dependent mods greatly simplifies joining multiplayer games.
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2015 introduced great improvements to audio fidelity, and that's set to continue this year! A new approach to Audio Configuration will enable more authentic features and produce a richer soundscape.
- Originally scheduled for Eden Update (but now targeting Arma 3 Apex), our Visual Update aims to overhaul the game lighting configuration, and introduce new Sea Shader and Screen-space Reflections tech.
- A variety of Usability Improvements are in store for 2016. Switching weapons, de-cluttering interactions , configuring game difficulty and more - our objective is to address some long-standing UX needs.
- We're looking forward to extending Arma 3 Units. We aim to introduce event organisation, integrate parts of the service in-game, and make jumping into multiplayer quicker and easier than ever.
- We want to continue making scripted systems and mods perform better and do more. Working together with our community, further Script Command Improvements, Additions and Optimisations are on the horizon.
- Several scripted Multiplayer Systems (such as Revive and Dynamic Groups) were prototyped last year. As we head towards Apex, together with optimisation, we aim to extend and finalise their functionality.
- The introduction of New Vehicle Classes (namely, Light Strike Vehicles and VTOL aircraft) stands to create some fun new gameplay opportunities, and provide new ways of exploring our large terrains.
- Speaking of terrains, our final item we consider to be the crown jewels of Arma 3 Apex. 100 square kilometres of South Pacific archipelago, and your next battlefield: it's Tanoa.
Of course, we've only scratched the surface of our plans here, which we'll flesh out as we close in on future milestones, when we'll have a lot more to reveal!
As always, we're thankful for our team’s creativity and dedication. Thanks, too, of course, to our community and players, which we were proud to see exceed 2 million last year.
Overall, 2015 has been a vital staging point; now, we've got high hopes and big ambitions for 2016. We hope you'll join us on the road to Arma 3 Apex.
On behalf of the A3 team,