I Don’t Want My Son Spending Valentine’s Day On Your Ship!

When Maleko told me that he wanted to enroll in your Love and Literacy program, I thought it was odd but that it couldn’t hurt. I was obviously wrong. I had no idea the kind of nonsense that you would be filling his head with. It seems like you people need a reality check. The world has order and rules again, it has to in order to make everything work. Love is fine but it doesn’t protect you on the road and it doesn’t make the water drinkable. Love doesn’t conquer all!

I knew something was different after his first week of classes. Maleko has always been a sullen boy, and I noticed a certain sparkle in his eye that had been previously reserved for lava sledding. My suspicions were confirmed we he started talking about a girl in his class called Nui. It was nothing but Nui this and Nui that around here. He told me that her parents grew breadfruit, and that she was a great story teller. I should have known something was wrong by the way he acted when I suggested that she come up to Pu’u for a visit. I missed it, but I blame you for creating an environment that fosters such nonsense.

His father and I laughed about his puppy love, and joked about how many marriages must come from your school. Reading nothing but romance novels on an old cruise ship filled with teenagers and young adults…it’s just like the people in that old movie, you’re just missing the iceberg. When he started insisting on ironing his clothes I knew things were getting serious. He had been spending so much time at your school and with Nui that we thought we’d surprise him by showing up to his morning class. We were the ones who got a surprise.

I didn’t really understand what I was seeing at first. There was my darling boy sitting on someone’s lap like a ventriloquist dummy. We walked around to face him and get a better look at who this person was and why he was sitting like that. When I realized that it was a hulking Kānaka girl my jaw dropped. It suddenly all made sense to me, but I didn’t want to believe it. This was Nui.

We all stared in silence for a few seconds before Maleko kicked his legs and yelled, “Put me down!” They both began to ramble and explain, but I couldn’t hear them right away. Nui was at least 2 feet taller than him and probably double his weight. All I could imagine was where we’d get a dress to fit, how the wedding pictures would look, and what his grandmother would say.

When I could comprehend words again, Maleko was in the middle of explaining that Nui’s parents weren’t exactly thrilled with the idea of him either, but they understood that the heart wants what it wants. The “teacher” said something about how the power of love can overcome all obstacles and how inspirational their story was. I can’t believe you teach such rubbish!

It didn’t get any better. My innocent son informed me that the two were already engaged and that they were planning on having a Kānaka binding ceremony, whatever that is, on Valentine’s Day! Worse still, the school was sponsoring the event and letting them both stay overnight on the ship for their honeymoon.

Who do you people think you are? Nobody informed me of anything, and I’m the mother of one of these misguided kids. Your staff has been anything but helpful up to this point and my husband seems resigned to the idea that we’ll soon have a new daughter-in-law. But I don’t see how this comes out happy in the end. That’s all I want. I’m sure they think they’re in love, but is love really enough to make it through this world? Please, don’t let my son spend Valentine’s Day on your ship!

Iolana Mahelona

DEV

Mutant Grunts and Other Audio Improvements

Sprint 40 comes to an end this week and the team is wrapping up new systems, adding some polish, and nabbing bugs as they arise. Much of our time has focused on AI improvements. Future Maui’s monsters now move better in a group and keep pace with leaders in our effort to “Leave No Mutant Behind.” We created a new passive AI module that allows AI to make random sounds while idle. Now, all the mutants gurgle, growl, sigh, and rumble when they aren’t hunting players, making it easier to know when they’re around in the bush.

That proved to be very useful this week when we ran into a bug rendering all AI invisible. Players found themselves being ripped apart by unseen assailants anytime they ventured out into the world. While navigating around the island only by sound did add another layer of difficulty, we fixed the bug because we’re not interested in making a sequel to The Bird Box.

The team fixed the interior audio state for the top of the Comm Tower, made improvements to audio in the main room of the Thorcon Power Plant, and implemented a “crafting completed” UI sound so players will know when they’re weapons are done cooking. Speaking of kitchens, we fixed a strange bug that would sometimes create kitchens with no doors in our procedurally generated buildings. We might have a quest at some point where players have to find their way into a forbidden kitchen, but that time is not today.

Lastly, we continued our push to complete the player construction system. We added FX support for placing construction pieces, fixed a crashing issue when trying to place triangle foundation pieces, and added UI sounds to the construction radial menu. You can see the fruits of our labor in these interior shots of our thatch building design below.
Responsive image

Responsive image

DEV

Steering Creatures In the Right Direction

We continued our work on AI steering this week, making sure our beasts and terrors move more naturally while chasing players and avoiding those straight-line paths that make them too easy to hit. AI can now “head track” their targets if their targets are behind them and rotate in place if their target is within an acceptable range. The team adjusted their deceleration curve to improve how they look when blending out their movement. The cannibals will soon shamble with the grace of figure skaters when they’re out on a liver run.

We also fixed bugs where the steering AI’s movement direction and movement speed were frequently returning incorrect values in their animation blueprint and one involving UE4’s native “Braking Deceleration” functionality causing the steering AI to stop short of their intended destination. Nobody likes a monster who stops short. We’ve worked out most of the bugs with the deer and wolves. Bears and other heavy hitters are up next.

We addressed many audio bugs too. Uzi’s make the proper sound when being reloaded now. We also fixed an issue where 2d impacts were being heard by all players, a problem causing multicast sounds (reload/equip/etc) to play twice, and a bug where thirsty and poisoned sounds would never play if a player was hungry.

Lastly, we’re adding the finishing touches to the thatch materials for our player construction system. We added stair meshes this week as well as adding some polish to the overall form and function. As you can see below thatch buildings are looking amazing.
Responsive image
Responsive image
Responsive image

DEV

Teaching Wolves To Run

This week we continued our progress on the player building system and made some big additions. We fixed rotation snap points for floors and foundations so walls will always face outwards or inwards because walls are most useful when they are at right angles. We added window planks to the construction menu and added glass penetration to building windows. Very few things are more satisfying than shooting out a new window, especially after the collapse of civilization. We fixed a bug with the building totem health bar not showing in the game and added a recipe for the construction tool to the craftable items list so players beside us can get in on the construction craze that seems to be sweeping what’s left of Lahaina.

We added a couple of bits of audio and nabbed some weapon bugs this week too. We implemented audio alive/dead state switches for WWise and low health audio events. Bleeding out, the strangled gasps of the poisoned, and death rattles have never sounded better. The team fixed a bug with weapon sights showing camera meshes in-game. We also fixed a bug where ADS’ing with the shotgun made all pellets hit the center point, making bird hunting particularly difficult.

Most of our time this week, however, was spent on AI steering. Our goal is to make the AI run and move more naturally when tracking players. Instead of charging or running away in straight lines, we’re striving to round out their pathing showing that there is weight behind their movements and making it more realistic. We fixed a bug where AI could get stuck on corners if two nav path points were generated too close to each other, and one where AI enemy tracking modules could cause an AI to lose their enemy in certain cases.

We’ve mostly focused on deer and wolves while we work out the kinks, but plan on improving the mutant’s lurching in the near future too. Below you can see a video highlighting our steering work and comparing AI pathing before and after.

Click here to display content from YouTube.
Learn more in YouTube’s privacy policy.

DEV

Building Bases and Tearing Them Down

We’re wrapping up sprint 39 this week and the team is busy fixing last-minute bugs and adding a bit of polish to existing systems while we finish editing our game trailer. Our main focus has been on finishing up the player construction system. We have different materials in the game now for all construction pieces, doors, and totems. Decay rates for pieces are now dependent on which one of the three little pigs you’ve decided to emulate and what kind of materials you’ve chosen to build your catastrophe cabana out of. Also, there have been a number of prediction improvements added to the process to make building your safe place easy and quick.

Everyone knows that the only thing more fun than building a new home in the apocalypse is blowing it up. Much to Chris’ delight we’ve created a new persistent RPG breakable actor class that can be used for various breakable objects including explosive barrels, glass, and item crates. We’re still working on how much damage reduction each material has so it will be harder to shoot through a wall than a window, but very soon those players with destructive tendencies will be able to run through the world tagging everything with bullets.

We finished the first pass at testing and updating quests and fixed a bug that would make the system crash in some instances. Players wandering around shooting and looting without any direction will be able to find a purpose and get rewards in the near future. Another audio pass has added ambient sounds to some of our large unique buildings like the communication tower and Thorcon Power Plant. You can almost feel the deep thrum of machinery in your chest while running through the power plant now.

Finally, we’ve been doing our fair share of playtesting recently and discovered that gathering resources can be just as deadly as running into a pack of wolves or fighting mutants.

Click here to display content from YouTube.
Learn more in YouTube’s privacy policy.

DEV

Torch Tricks and Construction Sounds

We spent a lot of time this week fine tuning our player construction system and fixing bugs. The team worked through some issues with construction persistence not loading health values properly, and a problem with triangular pieces not playing well with square pieces when putting together your cataclysm cabana. We discovered that foundations and foundation stairs had some overlapping problems making basements less than ideal, and we fixed a bug causing a client side crash when destroying certain walls in a building. We made some audio improvements to the construction process too. Now players can enjoy the soothing sounds of a construction site along with the crashing waves and birds singing in the jungle.

The audio improvements don’t stop with construction pieces however. We worked out a problem with campfire sounds not posting to the correct actors and a great bug that would cause all players to hear the player death UI sound when someone died. While it was funny the first few times, hearing every death on a busy server would drown out all the audio work we’ve done so far, not to mention how creepy it would be. We also fixed the impact sounds made by thrown weapons and objects. Torches and axes now make a satisfying noise when smashed against a head or other object.

Wolves got a new attack sound and we made some improvements to aggro sound attachments to various AI. The terrors of the jungle have never grunted or snarled better. The team fixed an AI clipping bug and we adjusted the number of AI spawned in an area including the small passive creatures that make such adorable targets for our more aggressive players. Deer can now randomly spawn in groups, making collecting meat and skins much easier and wolves can now spawn in groups adding to the number of fangs to avoid while you’re out exploring.

Lastly, with the increase in overall AI and audio improvements to thrown weapons there were a lot of torches tossed on the island this week. While most of these throws weren’t particularly noteworthy, we had a few for the record books. First we have a well placed shot into the mouth of one of the tiki idols making it look like it was enjoying a fine cigar, and better yet a physics bug that created one of the greatest inventions since the fall of civilization, The Lahaina Disco Torch.
Responsive image

Click here to display content from gfycat.com

DEV

Raising Roofs

We continued work on our building system this week, adding different textures to represent different types of building materials and fixing any collision problems. We’ve worked out a recycling system for any unwanted materials to make redecorating your cataclysm cabana a breeze, and we’re still working on some performance issues. We did a little testing to see just how high we could make a structure and came up with this collection of code violations below. It may not be an engineering marvel but it will keep the rain off your back and some portion of the mutants out.

Responsive image

Speaking of house mutants, we increased the number of mutants placed by our Mutant AI spawner. We’ve completed the feature that allows us to adjust the number spawned in different areas, and made sure that shacks, buildings, and towns throughout the map now have spawn points. Players can expect to find more than just loot in the ruins across the map now.

We fixed some issues with zipline sounds not playing, and continued to add audio to locations across the game area. We added some new campfire sounds so players can not only spot fires at night, but they can hear them if they’re close too. Here’s a shot showing off the lights from the Com Tower, the moon, and a loot drop event at night.

Responsive image

Lastly, the team is making good progress with our river tool and the water is looking great as you can see below. What you can’t see in the screenshot is that Grant figured out that he could take off his hat, hold his breath, and lay completely submerged in the river. It made for a great “Missing In Action” style ambush.

Responsive image

DEV

Audio Improvements and Breaking Windows

We started the week by making a big audio pass over a wide variety of game interactions and systems. There are new sounds for menu navigation, eating fruit, meat, and canned foods, crafting, adding an attachment to weapons, holding your breath while aiming, and felling a tree. In addition, we’ve made a few updates to the elevator to make it sound more realistic. We may not be ready for an elevator simulator mini-game, but the new updates are a big improvement. If it clinks, clanks, buzzes or thuds, we have audio for it.

Much to Chris’ joy, we began some bullet penetration work so players will be able to break and ruin a lot of what they discover by shooting it. While it’s true that non-broken glass is a rare find after the fracture, you will soon be able to shatter windows and the island’s usable glass market on a whim. We also talked about including gas tanks and other volatile objects to the list of ruinable/explodable items for players who like to examine things while they’re on fire.

The team also nabbed a few bugs this week. We fixed a bug that would cause the drone stream to constantly restart. We nabbed a construction error that would empty your inventory when trying to place a piece in your structure, and we finished attaching and positioning fire fx for flaming torch projectiles. Throwing a burning object at someone’s face has never looked better.

Work continues on our AI spawner so that we can fine-tune how many horrors of the jungle hunt players in different areas, and where they might hide. We want to make sure that we don’t overfill an area with terrors or leave a neighborhood too safe. The spawner improvements allow us to quickly adjust mutant and animal numbers across the map. We’re also improving loot drop mechanics and are working on a beach tool similar to the automated river, road, and building systems we have now.

Below are a few areas created with these automated tools. As you can see, they are looking great.

Responsive image

Responsive image

Responsive image

DEV

Building a Building System

This is the first full week of Sprint 38 and we have a lot of big features coming in the next 30 days. In addition to finishing our game trailer, we’re working on a player construction system and Steam integration. We’re also completing the first pass of the map and preparing for our first round of players. More new audio, polishing up older features, drone improvements, updating world spaces, performance and crash logging systems are also on the agenda. You can always see what we’re working on and what we’ve finished, by visiting the Sprints page on the website.

We started the week with a few audio updates. The team implemented support for playing sounds when equipping an attachment, fixed a problem where two equip sounds would play when picking up an item that auto-equips, and an issue with audio sequencing when switching between weapons. There’s good news for fans of slurping, smacking, crunching, and other eating noises, we’ve added food sounds. While there may not be much societal pressure to eat quietly after The Great Fracture, players should still chew with their mouths closed or risk catching the attention of one of the cannibals.

Lastly, we’ve made good progress on a construction system so players can create their own apocalyptic bungalows or other tastefully decorated and easily defensible structures. We’ve added recycling and repairing this week so you don’t have to live with any design decisions that you’re having second thoughts about and can easily patch up any machete or claw marks on your front door. We still have some work to do, but players will soon be able to turn their huts into homes.

Speaking of homes, here’s a look at one of Lahaina’s best neighborhoods. Ruins here feature frequent drone patrols, usable roads, one working street light, partial roofs, easy access door ramps, potable water within walking distance, reduced mutant sightings and HOA fees. A perfect spot for first-time hut builders.

Responsive image

Responsive image

Responsive image

DEV

Gunfire and Floating Mutants

Sprint 37 is coming to an end and we’re busy adding a bit of polish to the island, squashing bugs as they appear, and finishing up our game trailer. We ran into a bit of a floating problem this week with both rivers and dead AI occasionally refusing to obey the laws of gravity. Mutants no longer float above buildings after being killed and water is flowing in the proper direction now instead of up. We also fixed a problem with players being unable to interact with items that were underwater.

The team made some audio updates. There’s new harvesting sounds, and we added hooks for coughing when a player is poisoned so they won’t die silently. We addressed a bug where drone engine sounds were not being triggered for some clients and handled a problem with some weapons not playing sounds. Our clubs our thudding now and players can enjoy the calming noise of the waves and automatic gun fire too.

We worked out a problem with building containers not being able to store certain items and fixed the Thorcon door which decided to stop opening. Players will no longer have to live with the existential angst and uncertainty triggered by watching a death animation play when they are merely unconscious or knocked out. We also changed the player’s FOV to avoid aiming down sights being blurry in some weapons. Your relative life or death and iron sights should be much clearer now.

Lastly, we’re finishing up our game trailer and working on our AI spawner. We’ve made some improvements to how and where mutants and animals appear and added some controls to quickly adjust how many are spawned in certain areas. The neighborhood and surrounding jungle we’re shooting the trailer in looks great and we’re just finishing up some editing work. Below you can see a few shots of the area where we’re shooting footage.

Responsive image

Responsive image

Responsive image