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Maps and Mechanics

This week marks the beginning of sprint 25, and the team is busy filling in the new map, as well as finishing up some features, and hunting down bugs found in the previous sprint. After stripping down the previous map, and rebuilding it literally from the ground up with topographical data of Maui, we’ve started to place some of the game’s unique buildings. The Thorcon Power Plant, and the Lahaina Armory will be added to the landscape this week, and if all goes well, we plan on moving staging and production to the new map. We’ve fixed some of our weather problems. Rain, fog, and storms look better, and we’re working on the lighting, ensuring that the game looks good morning, noon, and night. Below you can see the VNN drone’s eye view of the Communication Tower as the sun goes down.
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The team wrapped up a lot of work on the group play system too. The healing others mechanic is getting some attention. We’re adding medkits, and the ability to target specific limbs, so you can fix a friend’s injured leg and get out of trouble when your about to be overrun. Much of the party ui is being finished this week too. We’re adding a blocking feature to safeguard you from annoying players, and a way to remove players from your friends list in case you decide they no longer have the kind of qualities you look for in a survival buddy.

The first round of weapon attachments are in, and we fixed all the bugs we ran into with oversized scopes and suppressors. Weapons now have a limited set of specific attachments for their type, bad news for fans of bipod compound bows and laser sighted machetes. The next round of weapon attachments including extended mags, and stability grips, are being worked on now. The group is finishing up the last few bugs in our loot drop scenarios, but need to test them in the game to make sure they are fully functional. We talked a bit about loot distribution across the map, and adjusting loot and looting times based on container size.

Monster AI moved a few steps forward. We continue to work on the first iteration of wave/group combat, so the horrors of the jungle don’t bunch up, or queue in a doorway when the whole group attacks at the same time. We added better senses to our monsters this week, so they can not only attack on sight, but zero in on anyone stomping through the underbrush too. We talked about adjusting senses up and down to make theoretical cave dwellers with limited sight, but phenomenal hearing and sense of smell, as well as other combinations.

We’re almost done moving everyone over to Git, and discussed at length the pros and cons of moving over to UE 4.20. We’re fixing some issues that leave players in limbo when spawning in, and the Veil News Network (VNN) drone is getting some final touches to make it fully functional. Nelson is working on a few HUD tweaks to improve look and functionality.

Lastly, we’re adding a few new animations, and making some icon improvements to better highlight equipped items. The art team is working on completing a final Wash Bench design, so players can fix clothing, and change the color/look of certain items. Last sprint’s audio work is wrapping up, with weapon updates and some new character audio being added. We’re giving our monsters a voice too, so we can finally ask the age old question, “if a trophy hunter screams in the forest and nobody is around to hear it, does it make a sound?”

That’s all for now. We’ll be back later in the week with more updates.