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Filling In the Map

As we close out sprint 24, the group is busy hunting down bugs, and adding finishing touches. We’ve been having some trouble with the Veil News Network’s (VNN) live broadcast on the front page crashing. We’ve identified the issue, and the team is putting in a fix that should keep the drone’s feed playing as it makes its way around the game map, highlighting key areas and capturing gameplay in real time. We’ve set a prerecorded fallback video in place as well, to ensure that the feed always displays a tour of post-fracture Lahaina, not static.

The web team fixed a few layout issues, and made some improvements to player and House cards. We worked on some icon improvements to make things look more consistent across the page, and made some animation improvements as well. Jesse completed the Paddle Creek Games bumper trailer, and it looks fantastic! He uploaded a version with audio last night, and the whole thing is a few iterations away from being ready to go.

The tech team is wrapping up the last of the weapon attachment bugs we discovered a few weeks ago. After fixing a really bad Aiming Down Sight (ADS) jiggle, we opened up a Pandora’s box of weapon add-on issues: bad sights, crooked scopes, and wrongly-sized attachments. We’ve worked through most of the problems, and just need to test the fixes in the game to work out the kinks.

Our 3rd loot drop scenario is finished, and ready for testing too. Players will have to take an item safely from one location to another, while being hounded by enemies, in order to claim valuable cash and prizes. If you think that sounds suspiciously like a quest, you’re right. We briefly discussed building on this to start a quest system in the very near future. Mindlessly rampaging through what’s left of Lahaina can be a very rewarding experience. However, there comes a time in everyone’s life, even a bloodthirsty gamer, when you long for some direction and purpose. Quests can help fulfill that need, even if it’s just bringing a bag of shark teeth, and some coffee to the armory in the morning without getting killed along the way.

Our monsters got a little smarter this week, as the team’s AI work continues. We are fixing a few of their battle tactics, and have added a bunch of new animations to make them, and their reactions look more realistic. We made some improvements to group play as well, including the ability to heal others in your party, and finding friends to fill out the ranks, or replace underperforming party members.

We made some crafting refinements, and are working out some drag and drop, and stacking issues. The HUD got a few ui tweaks, and layout updates to make it more helpful, and easier to use. We’ve fixed some lingering problems with the rain, and are working on the fog to make look better now.

Lastly, one of our biggest projects recently has been redoing the game map. We’ve stripped the whole thing, and started to rebuild the play area using topography data to make it look and feel as real as possible. We’ve finished importing the roads around Lahaina, and have replaced the foliage with more native plants, improving both performance and look. This week we’re clearing out the areas where our buildings and ruins will go, and started work on adding the effects of a global catastrophe to the roads and paths in the game area. If all goes as planned, we’ll start adding buildings next week, and filling out the map with key areas, and places to explore. Below you can see a bird’s eye view of the play area as it stands now.

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