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Combat, Community, and Callouts

The web team focused on building out the Veil News Network (VNN) system over the weekend. Jared has the news API wired in, so we can sort through game data to eventually post real time updates about game events. We talked through some options for parsing the data efficiently with a number of tags and templates. Jared had a few rough examples of news alerts about player deaths with the player name, where they died, how they died, and their House affiliation. We discussed ways we could display the newsfeed on the front page, and ways we could personalize the service with alerts and notifications when something has happened to you, your friends, or your House.

Chris, as usual, tried to talk about sending out emails, like an old person. He was muted though and decided to push the discussion until next week. Do people Want emails about their house/friends/characters? Post in the forums if you have an opinion.

With the introduction of new weapons and body armor in the game, we’re running around shooting anything that moves, including each other, to work out any kinks. We found a few recently with the bow. We need to add some animations, because right now arrows just launch themselves like a semi-automatic gun with no string pulling when using the standard bow. We’re also disabling shooting a bow when a character is lying prone to keep things more realistic. We haven’t created a bow that can veil arrows into your enemies without pulling the string yet.

Work continues on the sewer respawn area. With new audio support and some texture and lighting work, the place is looking like the perfect spot for you to take a minute and reflect on what you did to put yourself in this situation, and come up with a better plan for staying alive in the future. Here’s a look at how it’s coming along.
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Jesse has finished a new callout for Houses, and is working on the Community section overall. He’s doing some style work to make sure House requests and invitations stand out more and are properly differentiated. We’re making search fields more prominent, adding more information to your friends list, and adding a few more callouts to help expose features to players. Jesse will be updating Bootstrap and Font Awesome later this week.

Lastly, the Thorcon power plant, one of our largest buildings, is ready for exploration. The interior is a great place to run around or hide from your enemies, although we don’t recommend a lot of discriminant fire inside.
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I’ll be back with more later this week.

DEV

Tags, Forums, and Kill Data

As usual we got a lot of work done over the weekend and hit the week running. Here’s what we we’ve done since our last update.

Our forums are now hooked up. Instead of trying to create our own we decided to go with Discourse. It seems to be simple, intuitive and most people are familiar with it. Best of all, it’s already done so we don’t have to spend precious engineering hours creating our own. Right now there are just a few threads, but as we get closer to rolling the game out, we’ll add more topics of discussion. However, there is already a thread for recipes of our in-game canned meat product. Feel free to add your own family SSHAM recipes if you have one. (Paddle Creek Games does not encourage or endorse the eating of fictitious meat products. Though we too get the tasty attraction of shrimp shu-mai)

We’ve added tags to the media section so you can easily sort images. If you only want to look at tools of death and destruction just click on the “weapons” tag and you’ll only see guns, clubs, and sharp things. This will become more useful as we post more art, 3D models, and screenshots.

The team is finishing up animation work on weapons, crafting, equipment use, and climbing/jumping. Patcher/launcher work continued to sort out any remaining bugs, and we talked through some lingering builder issues.

We’re working on our alerts system and polishing up the ui. We’re tying them into our quest system (which is in the process of being built itself) and integrating them into the map to help with navigation and to highlight points of interest. All this map talk led us to a discussion about a desire to have a tactical mini-map for houses that members can use to monitor the location and status of other house members. More on that later.

San spent a lot of time working on analytics regarding player death and respawning. Our plan is to make available that data to players and use it to create some really interesting graphs. You’ll be able to compare how your house did in combat compared to other houses or who the top shooter/stabber/clubber is on the island. You’ll be able to see how many times you died (maybe even what killed you) and how many confirmed kills you have. Being able to see your name or your house at the top of the kill list should help add some validity to your bragging rights, and we like to help. That about wraps it up. We’ll have another update later this week but now it’s time to go over some surfboard designs. Here are a couple that just came in.
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