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Marketing, Badges, and Bob

As the week comes to an end, the web team continues to work on our achievement system. Jesse is finishing up some wireframes for Jared to hook up and is busy designing badges befitting each achievement. We talked a bit about giving extra rewards to players who join or start Houses, fill out their account profiles, and invite friends. We’re in the midst of a front page update with new navigation and some tweaks to the layout. The team is adding space for callouts, announcements, and contests. Jesse showed off some wireframes and we discussed revamping other sections of the website.

One of those sections getting a new look in the near future is the story page. In addition to offering something fun to read, set inside the game world every few days, the game stories are meant to introduce the people, places, and things that made Lahaina the thriving area it was before the Great Fracture. Through emails, transcripts, and news stories, players can find hints as to what caused the accident that nearly wiped out mankind, learn about places worth investigating, and a little about what happened to those who lived through the cataclysm. The team discussed ways to make that more clear, and how to organize all of that information so it is more useful for players trying to survive, and rebuild civilization.

With the game approaching the point where we’ll invite a few alpha testers to run around and face the terrors of the jungle soon, we’re focusing more heavily on marketing. We discussed a few different contest ideas, and fun ways to get players involved. We’re grabbing more videos of our mutants, weapons, and places, as well as extended gameplay sessions, and Jesse is busy chopping them up for promo videos and GIFs. We posted a brief introduction about us and the game, with a few shots of the island, and some of our concept art, and got some useful feedback.

One of the things we shared was some early animations of Big Bob Abramo, one of the first mutants that we fleshed out. Many of our upcoming creatures are based, at least in part, by Hawaiian mythology, but Bob and his troop of cannibals were born from a number of concept drawings. Once a meat-obsessed restaurateur, and real estate mogul in Lahaina, Bob was twisted by the fracture both mentally and physically. Don’t let his cane or the gout-ridden leg fool you, Bob is still quite limber and quick for his immense size. Cursed with unnaturally long life from their mutations, Bob and his crew of cannibals scour Lahaina for the slow or unwary to devour. Here’s a shot of Big Bob on top of the Communication Tower, running with his signature cane.Responsive image

Terry and crew have worked through our crashing issues on staging, and are pivoting back to remaining weather and wave work. We have a new drone streaming the game world on our YouTube page, and it should be on the website as soon as we work out a few kinks. We still have to fix some pathing issues, as the drone will occasionally still dip too low or phase through a rock. Jesse is also working on a new standby video to use when we’re experiencing technical difficulties.

Lastly, we looked at some more concept art this week of places and natural features surrounding the Thorcon Plant and the Communication Tower. We discussed adding some natural boundaries in places like rivers, deep ravines, or sheer cliffs, to help funnel players around these areas, and the map in general. We talked about a number of buildings, and special areas that could draw players in and would be fun to explore down the road. We talked about where our ziplines go now, adding more lines over interesting geographical features, and to different locations. That’s it for now. I’ll be back next week with the latest news and updates.

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Slapping on a Fresh Coat of Moss

The web team started off the week with a bunch of refactoring to help clean things up a bit before continuing work on the achievement system. We have the first iteration, with a handful of achievements almost ready to deploy. Jesse is still working on badges and layouts for the final product, and we looked at some wireframe options. In addition to the the new achievements, the web team is giving the front page a facelift.

Jesse is combining the tabbed navigation into one, separated by headers, on the left-hand side of the page. We’re getting rid of the slides, and adjusting the layout of the front page to make room for callouts, contests, and special game announcements. We’ve updated the download tab and talked about different FRV overlays we could make for people streaming the game. Jesse is designing cover art for us to use on all the major social networks, and we’re giving the story page an update as well.

Almost all of our audio is switched over to Wwise, with only a few ambient noises and sound effects needing an upgrade. Terry and crew continue to work on our weather and water issues. We’ve made some good progress on ocean improvements, but we’re still totally trying to make that perfect gnarly wave dude. Our trueSky updates are still a work in progress, and we’ve had some crashing issues on staging that we’re digging into, but the team is hopeful to have Hawaiian blue skies and a variety of clouds overhead very soon.

We’ve made some improvements to the craftable bow in the game, and listened to a few options for the string being pulled before settling on the perfect twang. We’ve updated the spear throwing and thrusting animations to make things just the right amount of stabby. With all the talk about improved throwing animations, we got a bit side-tracked discussing how fun it is to throw things at Jared in the game, the axe and pickaxe in particular. Jesse shared some fond memories of throwing things at Jared, and seeing how far away he could get while still accurately dropping an axe on his head. We got back on track with news of the addition of a few more shark-toothed (leiomano) items for players to pick up, and hack away with.

We’re making a number of improvements to the existing AI in game, focusing specifically on the next tier of ranged AI. Right now players will run into a few Trophy Hunters who throw things, but with Big Bob and the cannibals being included in the map, we’re working on teaching them to shoot. If everything goes as planned, well have some gun toting NPCs running around and shooting up the place by this weekend.

We’re making some ui improvements, adjusting the opacity of menus and updating the tooltip widget inside the inventory screen. The team has circled back to drone improvements, and are focusing on our pathing issues first. We’re updating the eye-in-the-sky with the new map geometry so the camera will hopefully stop its subterranean explorations. We’re adding some art to fuel cans, health kits, and various items to make them less generic and more Hawaiian, as well as building out the areas around the Thorcon Power Plant.

Lastly, as we build out these areas, improving building performance remains a high priority. To aid in that, we’ve started a large decal library to use on virtually any structure. We have a wide variety of stains, cracks, gouges, rust, and moss that can be added to: wood, brick, metal, plaster, and concrete. Below you can see one of our programmatically generated buildings with and without a number of these decals.
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Front Page Fixes and AI Improvements

The web team started off the week by releasing a whole new navigation system on the front page. Everything a visitor needs can be found on our much cleaner left-side navigation now. The group did lots of refactoring work and are busy hunting down any new bugs that pop up. Jesse added some new loading animations between screens, and Jared is putting together a heat map, so we can see what areas people are visiting most, and how they’re getting there.

We’re updating our notification and alert system so you can keep up to date on everything your friends and House members do, and a setting to receive virtually no messages; just in case your loved ones are worried that you’re spending too much of your day tracking the goings-on of people you play games with. Jared is working out an achievement system for the website to help users find everything available to them, and explore the various social tie-ins. With Jared busy coming up with an idea for a Friendster achievement, Jesse is working on a few new pre-recorded videos to show on the front page when the drone is down. He’s also doing a little work on a Paddle Creek Games page, for those of you who are interested in learning more about us.

While the web team is focusing on making things better for real people, everyone else has been working on game AI and improving the mutants. They’ve completed designs on a couple new types of survivors warped by the fracture, and are working on their individual AI to make their fighting style and tactics different from the Trophy Hunters.

We found a bug that was making our creatures swarm downed characters and pound them into mush, even if other players were still up and shooting. We can see how it might get frustrating for them to kill someone, only to see that same person again a few minutes later, but we’d rather they don’t spend their time beating a dead horse or player. We’ve also fixed a pathing bug that would send groups of creatures on strangely long journeys upon sighting a player, and keep some from climbing stairs. As you can see from this shot of mutants on top of the Communications Tower, they have no trouble getting anywhere now.
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We’re doing a deep dive into our road and village generating system to make sure both are working as smartly and smoothly as possible, while being mindful of possible performance issues. Our campfires now produce enough smoke that they are visible at a distance, and players will now leave dirt footprints in some areas making it easier to see if a place has had recent activity, and which direction those visitors might have gone.

We continue to make audio improvements across the board, from player and creature noises, to weapon sounds, and clangs and thuds when you drop an item from your inventory. With the first pass at our crafting system nearing completion, we talked about making it a bit more complex. We discussed potential new recipes, recycling improvements, and ways we can encourage players to experiment with recipes.

We made some refinements to the map’s loot regions, making sure that players learn they are more likely to find certain items in certain areas, and encouraging them to move about the entire game area. The team continues to work on performance improvements in the Veil Station, building out the areas around the Thorcon Power Plant, and improving the weather. Here’s a look at the tower and mountains with some darkening clouds rolling in.
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