The Close Combat-inspired Firefight returns to Windows soon

By Owen Faraday 19 Aug 2015 0

You take a standard G.I. sock, cram it with as much Composition B as it can hold, rig up a simple fuse, then coat the whole thing with axel grease.


Sean O'Connor's real-time tactical game Firefight was born on PC way back in the late 1990s. O'Connor has been an indie game developer since long before that was cool, selling Sean O'Connor's Games through WindowsGames.co.uk with a much greater flair for gameplay than than for coming up with catchy names. Firefight was one of O'Connor's earliest creations, a faithful homage to Close Combat's company level WWII action with a lauded AI.

O'Connor recently revisited Firefight, giving the game an overhaul to bring it to iOS. The iPad version of Firefight he released last year was quite a different game from the original PC title, with an entirely reworked graphics engine (including destructible terrain) and greatly expanded AI, which has squad leaders call for medics to attend to wounded riflemen, and assistant gunners realistically porting ammo for their teams.

This week O'Connor told me that he plans to bring his remastered edition of Firefight back to the platform that spawned it. "The current Windows version of Firefight is still the old version I wrote back in the 90s that uses simple GDI graphics and runs at about 10fps," O'Connor says. "I’m planning on getting into Windows 10 programming so I can use the Windows AppStore, as selling Windows games through credit card taking shareware sites is a real pain in the ass."

The extra effort will be well worth it, the dev tells us. "I’ll do a straight port of the current iOS version to Windows which should be pretty easy to do as it’s all written with porting in mind - with the game code all completely separated from the device specific code. This version is way better with things like route finding, vehicle engine modelling, infantry can stand/crouch/lie down at any position so can just look over say walls, and it all runs at 60fps so bullets and shells travel at actual authentic speeds."
 
I'll keep you posted on O'Connor's progress.

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