DEV

Arts and Crafts and Loot

The Veil News Network (VNN) live drone cam is up and running on the front page, giving you a view of what’s happening in real time in the game. We fixed some of the roller coaster like rotations, and it now avoids hitting the terrain to a greater degree. We discussed ways to expand camera drone coverage, and improving the feed, including: adding some more realistic information, temperature indicators, FOV adjustments, and other items. With that said, it looks good, and the fact that it isn’t prerecorded, but an actual look at what’s happening in the game, as it happens, is great.

Terry has been working through some merge and build issues this week, while the team has been focusing on crafting and recycling in the game. All items in the game now deteriorate with use, and provide different amounts of raw materials when recycled depending on their condition. Player’s machetes will now dull, armor will get worse every time you’re shot or stabbed, and guns get a little worse with every round run through them. We talked briefly about the inclusion of a possible repair system down the road, and how it might work.

Speaking of crafting, Chris has turned his house into the official Fractured Veil Arts and Crafts HQ with the addition of a 3D laser. He’s been cutting, engraving, and etching his way to mastering his new machine with some pretty good results as you can see below. We talked about some future projects, discussed how terrible burning acrylic smells, and Chris showed off his jury rigged exhaust system.
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The web team has been doing some refactoring and testing this week. Jared is finishing up some final work with our email and notification system, and Jesse has been focusing on some ui improvements. We talked about some new House features we’d like to add down the road. We’ve been working on adding a few more Hawaiian style touches to various logos and assets. Jesse demoed what some of those would look like, as well as a few future layout plans.

Our group system is fully operational and got some ui love this week. Group members can now see how far away they are from each other, their respective health status, can respawn on a group members name, and can revive a member who has taken too much damage to be useful in combat. Our AI work continues to make sure the creatures in the jungle are dangerous enough, and we’ve tweaked a few animations to weapons and player movements.

Finally, the art team worked on some audio issues that popped up this week, various HUD and settings updates, and other performance related issues across the game map. We finished our first loot drop system to keep people moving around the island, and creating a reason to fight other than just a general urge to murder others. Our day and night cycle and lighting work continued as well. Here are a couple of shots at the beginning and the end of the day, to show how good it is looking currently.
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We’ll be back later in the week with more updates.