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Lighting Paths and Cloudy Skies

The web team continues to dig into the player profile page making improvements, and streamlining the friends and referral process. Jesse put on his research hat this week, and looked into a number of other games, picking out what works, and what seems confusing. Using that knowledge we looked at a number of wireframes, and talked through changes we could implement to make the process as easy, and appealing as possible.

Jared is busy hooking up some of these improvements, and we talked through some other player interactions we’d like to foster. Various incentives for things like: completing your player profile, connecting your social media favorites to the game, and uploading shots or streams of your gameplay, were discussed. We came up with a good set of rewards and bonuses we can give players in the near future, but no FRV research hats I’m afraid. That’s Jesse’s thing.

We continue to push forward with a number of audio improvements across the board. We have new sounds for picking-up and dropping items depending upon their size and what they’re made of. I personally find the clang and slight echo of an axe dropping in the underground spawn area to be strangely pleasant, while my office mate feels the clang loses it’s appeal after the 50th drop in a row. However, we both agree that it sounds realistic.

It seems as though that the skies in the game are filled predominantly with one type of cloud, the cirrus. A few weeks back Chris pointed out the flaw in TrueSky, and we requested more: cumulus, stratus, cirrocumulus, nimbostratus, and a few others we could still remembered from that section of science class in high school. We’re working on adding some variety to the sky now, as well as making some improvements to their low hanging representatives, the fog.

While we continue to populate the game map with: buildings, roads, plants and structures, this week we started adding a few other things, namely boxes and bodies. Players can find a number of different types of containers to rummage through and loot. Ranging from a cargo container to a tiny shoebox, we have a container for you. We’re working on an ingame shipping company logo to give the containers some personality, and have the auto-looting feature up and running. Most of the bodies have been pretty well looted, and are there to add an ominous feel to the forest, and serve as a warning where they are plentiful. As far as I know, none are affixed with a shipping label.

Performance improvements continue with the Veil Station upgrade. In the near future we plan on using the station as the social hub of the game, instead of the Thorcon Power Plant, which is now the main gathering point for players. We’re making some improvements to our procedural building system in order to create pre-trashed buildings. Currently, we can add rickety decks and slight damage on the fly, but have to go back and grunge up siding and roofs by hand.

One of our main focuses remains completing our first quest scenario, centered around the Communications Tower. We have the storyline, and tasks worked out, and looked at a scene breakdown of the area: where players have to go, the obstacles they will encounter, and the items available to loot. We discussed marking objectives in the HUD as point of interest, and subtle lighting cues that will point characters in the right direction at night.

The team continues to make good progress in overall lighting in the game as well. We’ve spent a lot of time improving our volumetric lighting, and making sure that areas lit up at night act as a beacon for players, but still allow them to move around stealthily. You can see the fruits of that balancing act in this shot of a shack built in what used to be a parking lot.
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We’ll be back next week with more.