DEV

Blue Skies and Beach Roads

The Team continued their work on adding new design features, and talking through the crafting process. We’re updating a few icons to give players a good visual representation of what they’re working on to avoid any confusion. We discussed adding additional recipes, and talked some more about using trash as a resource when crafting. We worked on a few features to make the player inventory easier to work with while you’re busy improving your rifle with: a new scope, a bipod, kitty decals, or whatever else speaks to you.

We looked at a few examples of wash benches that the art team had mocked up, and discussed different aesthetics from: futuristic high capacity machines, to piecemeal chic, and even the latest in radioactive-water-conserving designs. We discussed what features we want in other crafting/repair machines/benches and some possible ui issues to look out for.

The Team had a brief discussion about expanding the merchandize we currently offer in the store. New shirt designs, some additional Hawaiian themed offerings, and a few improvements to already existing products were discussed. We also put some more time into reworking the drone HUD. While we love the way the Veil News Network (VNN) live feed looks on the front page, we’d like to organize the information shown in the HUD a bit better. We want to give players easy to read information about the places they are looking at as the drone camera travels its path across the play area.

We circled back to our discussion about roads and paths in the game, and how important having a robust backbone of paths across the map is. We’re concentrating on including reimagined versions of Route 30, better known as the Honoapi’ilani Highway, and Route 3000, the Lahaina bypass. 30 hugs much of the coast offering players good access to the beach and coastal structures, while 3000 parallels through the heart of Lahaina. We talked about adding signs to help players navigate and warn players of any dangerous boar crossings.

We continue to make improvements to our AI. We have improved animal reactions when encountering people greatly. Since we no longer have issues with bears rolling over on their backs before mauling players, and small animals don’t charge into the sea when they see people anymore, we’re focusing on making the horrors of the jungle a little smarter. Everyone has played that game where the monsters are too stupid to go around buildings, jump, or climb to reach you. While shooting a bloodthirsty creature 100 times through a crack that it is too big to fit through is fun, and hitting it in the head with a bomb every time it tries to squeeze through can be a joy, it’s only entertaining for a few minutes. We don’t want mindless killing machines, we want at least nominally intelligent ones. We discussed what level of combat smarts would be the bare minimum, and the level of tactical know-how we aspire to in our monsters.

Lastly, we made a lot of progress on weather in the game. We’re making improvements to how storms work, and fixed a bug that was causing the rain to be invisible every so often. We’ve made lighting adjustments to make the stars stand-out and pop more at night, and highlight that famous “Hawaiian Blue” to the sky and water during the day. The shots below show off how much that work is paying off.
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We’ll be back next week with more pictures and updates.

DEV

Playing Well With Others

This week marks the end of sprint 22, and the team is busy adding finishing touches and hunting down bugs. We talked over issues with the live VNN feed and discussed what features we’d like to add next. We’re building out a “Live Feed” area in the Media section, and Jesse showed off some wireframes for different feeds and options. We worked on user flow for both House and player streams, and worked on a few different stream overlays as well.

We made a few more ui improvements to the HUD, and the Settings section. We fixed a few minor icon issues in the inventory screen, and we discussed the possibility of allowing players to access their inventory on the web page. The team discussed what that would entail, and to what degree a player would be able to do things with their items while not in the game. We also made a first pass at our ingame currency, rai, and talked about different ways players could find/earn rai in the game. Game economies are a tricky thing to get right. We talked about the flow of resources, and how that interplays with money. The last thing we want to create is an artificial shark tooth bubble on the island, and have the whole market collapse.

We made a bunch of animation improvements too. A bug that would keep a player trapped in a calf and shoulder burning ladder-limbo has been fixed, so players should be able to climb up and down with ease. We added numerous other player and weapon movements, and are fixing long-standing issues with how iron sights work. We’re adding an audio cue when an item breaks, so you don’t charge into combat with a broken machete, or a gun with a heat-warped barrel.

The art team continues work on the newly improved respawning area. As you can see from the shots below, players now have a bit more room to run around when coming back from the dead.
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Jared did a bit of maintenance and is hunting down a few bugs in the shopping cart. We added improvements to a House theme editor, and did a bit of ui work to player and House cards. We started work on a “Party” section on the Community page for group play. The team talked about easy ways a player could let his friends know that they were available to play, and simple ways to invite others into a group.

Numerous performance and material improvements continue with really good progress, as well as AI improvements to animals and creatures alike. We want to make sure the horrors of the jungle act in horrific ways. Lastly, all the lighting and environmental work we’ve done is really paying off, as you can see in this shot of a dock, and the crystal clear water below.
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That’s all for now. We’ll be back later in the week with more updates.

DEV

Throwing Machetes and Holding Territory

This week the team is finishing up our first pass at a crafting system. We’ve fixed some issues we had with crafting timers running too long, or not resetting, so item production should flow in Lahaina once again. We’re adding a repair/wash feature so you’ll be able to fix chips in machetes, clean gummed up firing pins, and scrub the Shrig blood out of your cargo shorts, extending the life of all your gear. We talked about a design for a repair bench, and the possibility of having a group crafting system in the future.

We did some performance improvements to the player inventory, and started work on a tier 2 loot drop system. While our first loot drop scenario is a scramble to get to the gear first, this second option is about holding an area for a set period of time. A flare will go off letting players know what area needs to be defended. Creatures and players will attack the area until the timer goes off, and a loot chest or hidden cache will open for the successful defenders. We added a way for players to throw melee weapons to help them fend off invaders, and because throwing a shark-toothed koa axe at someone’s head is awesome.

San added new camera rotation algorithms, and a few other improvements to the VNN live feed on the front page. The drone coverage has never looked better, and gives a great view of many places of interest in the game. Jesse added some improvements to the animations on the video overlay, and we discussed adding a few more bits of information to what it already displays.

Lots of other animations were included to other parts of the game too. Various player movements including: going prone, a number of weapon actions like stringing a bow, and racking the slide of a gun, and new ladder animations were added this week. We discovered a great bug this weekend too. When you kill a rabbit in the game and try to harvest its meat or fur, it explodes and reforms again. While an endless supply of small exploding animals sounds like a good hook for some sort of rodent throwing warrior class, it’s not a feature that we want to keep in the game, and has no basis in Hawaiian history or culture.

The web team made some improvements to the Shop page. We optimized images for all products and packages, improving performance, and Jesse fixed a few lingering layout issues. We then turned our attention on making a 3D game map for players. We talked about different layers that we could add to show different types of information like House, and friend locations, as well as landmarks and key buildings.

Audio improvements continue throughout the game, and we’re doing some AI work to ensure that the horrors of the jungle aren’t just terrifying, but smart too. We’ve made several HUD updates to make things look and play better. In addition, we’ve updated the Settings ui so you can personalize the game to you liking. Finally, with the first iteration of our programmatic building system up and running we talked about what we’d like to improve next. As you can see below, buildings on the beach are looking great.
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As always, we’ll have more updates and pictures later this week.

DEV

New Animations and News You Can Use

This week has seen a lot of UI work across many different areas. We’re finishing up some documentation, and adding the ability to drag and drop items in the inventory. The latest pass at a complete HUD update is finished, and a complete fullscreen UI update continues. We’ve added an alert whenever you drop an item, so you don’t have to worry about accidentally dropping your ammo like a newb, and we’ve reskinned the settings UI. We still need to add shadow/light scalability settings, but everything else is in place and ready to go.

Our ongoing work to increasing performance marches on. We’ve finished our map breakdown, and replaced almost all of the old buildings in the map with better performing structures using our programmatic building system. It’s a good idea to slow down, and carefully examine the ruins when you find yourself in the middle of an old neighborhood, but we want that to be a tactical decision, and not one made by an overworked GPU. The team is adding audio support in numerous areas to make things sound as good as they look. Terry has finished trueSKY integration and is still hammering away on Wwise.

The Web Team has the first pass at a Veil News Network (VNN) ticker up and running on the front page. Jared has it updating every 10 minutes currently. Jesse did some refactoring work, and is fixing an issue with icons not displaying properly. It’s using test data now, but soon players will be able to see major events, announcements, and news about the game in near real-time.

There are a few features we need to add yet and some bugs to work out. We plan on: adding filter and rollover options to adjust the scrolling speed, working on performance, hunting down a bug that causes the newsticker to stop when changing tabs, and working on readability. With the first pass done, we talked a bit about future features including video alerts, and the potential ramifications of an ingame crime reporting system. Until we work out some sort of island-wide witness protection program, reporting a crime could be dangerous to your health.

Lastly, we’re doing a little AI work this week. Some animals continue to charge into the ocean when you get near, and as we talked about before, sometimes the bears demand a good belly-rub before they attack. The underground respawn area is done for now as well. It offers a perfectly damp and dirty place for you to get your bearings, and pick up some useful basic equipment before you go charging back into the fray. We finished up some much needed animations too. Here are a couple shots of what it looks like when you go prone, and assess a situation with different versions of your Haikili rifle out.
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That’s it for now. We’ll be back later this week with more updates and screenshots.

DEV

Reporting Crimes and Minting Coins

The push to create the Veil News Network (VNN), an interactive real-time service that reports on major game events and announcements, continues this week. The news API is collecting more metadata, and Jared’s story template library is growing to cover a variety of happenings and events. Jesse is working on animations for a newsticker on the front page, and a VNN news overlay for videos.

We discussed possible latency issues once the ticker is up and running, making sure live alerts don’t feel spammy, and some interesting game tie-ins. We talked about a “citizen reporter” type system, in which players could report crimes. Think of it as a sort of neighborhood watch with a healthy dose of extortion, witness tampering, and murder thrown in to keep it interesting. San had some clever ideas about how players might eventually manipulate the news to their advantage as well that we’re going to keep an eye on.

Overall ui work continues as well. We’re finishing up drag and drop for items in the inventory, and adding alerts for dropped items, so you don’t accidentally drop something important like a claymore before you go out into the bush. We’re adding finishing touches to a new fullscreen ui update, finalizing the new HUD, and adding some shadow/light scalability settings in the game settings ui.

We’re wrapping up the initial merch offerings this week too. Jesse is working out some details on some all-over shirt designs, finishing up a Kula coin (our premium currency), and completing our catalog with all images of available products, and game packages. We ran into a bug that was keeping shipping options from being displayed during checkout as well. Jared is hunting it down and the fix should be in soon.

The item spawning system is ready to fill your backpack with items of an appropriate power/usefulness level at an appropriate rate. While they can be fun for a few hours, getting rocket boots on your first day can make any game too easy, and ultimately not very fun to play. Terry focused on map builds and integrating Wwise and TrueSKY. We’re working on a handful of needed animations for long guns, and prone combat too.

Lastly, this round of map and game performance optimization work is just about done. We’re replacing the last of the old building components with parts from our programmatic building system, and adding audio support to the few remaining silent places around Lahaina. The safe sewer spawning area is done for now. Players can find a canteen and a few basic survival tools there, and take a minute to get their wits about them if they’ve just been killed in combat. As you can see from the pictures below, it’s not bad a far a post-apocalyptic drainage systems go.
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DEV

Safe Rooms and Personalized Houses

With sprint 19 coming to an end, we’re all pushing to finish up last minute work, add some polish to a few systems, and hunt down lingering bugs. Work on the player compass continues, and we’re doing another art pass to make it pretty. The team is finishing up some final work on the player HUD to get it ready to use before the end of the week. Everyone is working down the bug list so we can start the new sprint without any lingering problems.

Jesse and Jared continued their House customization project, and are checking things off the todo list. Jesse has added a number of lighting effects and various improvements to House banners to make them look more realistic. We’ve added a system that automatically changes text color depending on how bright a player makes his House colors, for better readability. The web team is trying to work out a nasty autofilling bug in the shopping cart too.

The latest body armor is almost ready to go. Charging into the middle of combat against overwhelming odds isn’t the smartest thing to do, but if it’s your thing, then you’re going to want to have some armor. We’re finishing up the newest talents as well. Players will soon have 12 special abilities/bonuses to choose from, letting them create characters who specialize is crafting, medicine, sneaking, and a wide range of other play styles and roles.

We have a player map almost ready to go as well. You should be able to work out a rough estimate as to where you are, and how to get to the next quest, or place to loot soon. The team plans on having a version up and running in a few days. We’ve added a number of new animations as well, including swimming, so characters won’t zoom through the waves standing up anymore.

We’re finishing up a few improvements to the crafting system and we’re giving some love to the inventory as well. The attachment system for items is done. If you’re a fan of tactical lights, bayonets, scopes, suppressors, and built-in bipods you’re in luck. The last of the kinks are being worked out of our item spawning system too. We’re nabbing a few last minute bugs, but soon the loot will flow like lava across the ruins and dangerous places of Lahaina.

There was a lot of PVP playtesting this past week as well. We ran around and filled each other with arrows, ran mountains of ammo through guns, and swung machetes through limbs from dawn to dusk. As expected, we found a number of issues to straighten out in order to make going on a murderous rampage as fun as we think it should be.

With all that killing going on, we focused on finishing up our new respawn area. Designed to allow players a moment of respite after being killed and while loading, the new underground respawn area is coming along nicely. In the shots below, you can see that it has everything you could want in a sewer/storm drain safe room, namely brick walls and a soothing stream of questionable water.

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We’ll be back later this week with more updates.

DEV

Armor, Banners, and Arrows

A few critical bugs regarding Houses popped up over the weekend, so the teams started by squashing them and a few other lingering problems. Charters, and members should now show up on the House page, and a bug that made banners move oddly was addressed. Having just about finished the first tier of customization, Jesse showed off some mockups including a theme gallery which would automatically choose complementary colors and make sure that the chosen colors and text work together. We talked about the next step of an image uploader for custom banners or crests and the pitfalls of allowing people to add images. We want to make sure things stay on the decent side, so Chris and I volunteered to scan images for the naughty and abhorrent. I’m sure everything will be fine as long as we have some emergency eye bleach within reach at all times.

We did some more work in regard to inventory and crafting as well. For all you bayonet fans, weapon attachments are done, and we’re finishing up drag and drop for them. We have the same drag and drop system inside the inventory now as well, to make moving all your sweet loot around easier. We found a few bugs that need work yet, but for the most part we’re just adding a little polish before it’s done.

We added a little shine to our ecommerce system too. The web team made all the forms and fields look consistent, and upgraded the address book so you should be able to autofill your billing and shipping address after you’ve made your first purchase. However, we still need to switch out the old logo for the new, in several places on the page.

Work continues on the new map, and integrating the building and item spawning system. The shots below show how easy it is to create a neighborhood on the fly now.
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The new HUD is coming along nicely and should be ready soon. We’re adding armor in the next few days, and are nearing completion on the compass so players will never get lost. We’re still have to add a few images and alerts, but the design is coming along nicely. We’re adding support for the new storm drain respawn area so players won’t have to stay down there and create a new society. We’re not interested in making Sewer Sims.

The team continues to work on the talent system. We have most of the 12 new talents in, but need to build out new systems for a few yet. The remaining animations for things like swimming and crossbows, should be done by the end of the week too. Finally, we have a lot of playtesting to do to work out the kinks. Some of us have started already by running around and shooting each other with bows and arrows, because if you can’t shoot your friend in the head with multiple arrow at 10 yards while playing a game, what’s the point in playing. As San says, “The compound bows are fun as f@#k!”

DEV

Looking for a Quiet Little Place To Respawn

The team is finishing out the week with expanding the options for player talents. A dozen new options were added to help players forge their characters into better crafters, hunters, medics, or a wide range of other roles. Adding the new talents exposed a few ui bugs that we still need to work through, but we hope to get them fixed soon. We’ll be spending the weekend play testing the new talents to make sure their balanced too.

Inventory work continues as well. We’re still updating attachments and working through alerts. Tactical lights, bayonets, and scopes are just on the horizon. The team is finishing up item info for crafting and recycling, so you get some idea about how to build basic items, and what an item might break down into.

The web team kept chipping away at issues with the timeline view on the story page. Searching for a specific tag, and selecting stories by dragging the pointer along the timeline are both working now. New admin tools ha been added to the web page to make a few things easier for us, and we addressed a bug on the Friends page too. We talked about some potential layout issues with the upcoming settings page, and worked through some navigation questions as well.

Our latest iterations of a map and compass tool are done, and waiting for an art pass. It may not be as good as a car GPS, but players should be able to navigate the wilds of Lahaina without having to stop and ask the cannibalistic menehune for directions anymore.

Jesse and Jared are still plugging away at House and player customization. They’ve done some ui work to make House and player fields consistent. We’re adding a search feature on the House menu to help players find their friends, and are moving house settings to the side navigation to clear up some space. Jesse continued his work on making an easy to use automated color scheme system. When it’s finished you’ll be able to choose a couple colors, and let the system put together a great looking color theme for you. You’ll also be able to coordinate colors for all the different roles in your House, choose banners, and upload images.

Animations for a few weapons and swimming should be done by the weekend, so players won’t travel through the water like they’re strapped to the head of a painfully slow torpedo anymore. We looked at a few different body armor options, and discussed not only what we liked, but what might reasonably be available in a post fracture Lahaina. Our new underground start location should be in by the weekend to protect respawning characters. We want to avoid players being ganked while they load, and near immortal bullet sponges, that keep appearing in combat just long enough to act as a meat shield for their friends. We plan on doing some PVP testing to help dial in the armor, and make sure the new respawn area is working as intended.

Finally, this week will see the last of the work on the Thorcon power plant and large Veil Station, before we place them in the game. While there has been a lot of time put into adding detail to the interiors over the past few weeks, the Thorcon got some polish to the outside recently as you can see below.
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I’ll be back next week with more updates.

DEV

Streaming Video and Spawning Loot

The team started the new year with a new sprint, some bug hunting, and a little ui work to existing systems. Jared is tracking down a few bugs in the upcoming timeline view for game stories on the blog. You’ll be able to read the numerous tales about the game world, and key individuals in chronological order very soon. We’re tracking down a unicode bug, and working on decreasing load times to make the page more responsive as well.

We’re adding a new package between “Princess Bernice” and “Makaha” for those of you who want to support the game, and get some cool stuff. Jesse is busy uploading images of all the merchandise and generating 3D images of everything in the store. We ran into a bug that is making images not render occasionally, and are chasing it down. We made a few changes to our all-over t-shirt design and are including our new Paddle Creek Games logo.

Our item spawning system is close to being completed. We’re just making sure all the new loot: skinning knife, axe, pickaxe, grenades, armor, clothing, and various ranged and melee weapons, are loaded and being dropped in the proper areas, at the proper rates. We’re adding some ui improvements to the inventory screen, and introducing some new alerts too. We talked about some new bits of walking audio coming down the pike, which will make it harder for bloodthirsty players, and the horrors of the forest to sneak up on you. In addition, we talked about tweaking some of the sunset colors a bit and increasing walking speed. It turns out Chris has some very specific ideas about slow walks on the beach.

The art team continues working on sectioning the map and adding detail to our large buildings. Despite needing some lighting work and a bit of grunging up, the shot below shows how well the inside of the Thorcon power plant is coming along.
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We talked at length about our upcoming real-time game newsfeed feature, and discussed how we’d implement the service. Jesse showed off a few options for “Veil News Network” video overlays and some color options. The team discussed different streaming options and using Open Broadcaster Software (OBS). Having put together a nice streaming system over the holidays, Chris has been on a video sharing mission. He’s put together a number of videos working out the kinks in his rig. The video below is from one of his lengthy staring at the water session, where he contemplates the perfect walk along the beach.

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That’s it for now. We’ll be back next week with more updates and pictures.

DEV

Player Death and Referring a Friend

With the short holiday weekend coming up, everyone is pushing hard to finish projects before the end of the year. Our goal of having a chronological view of the numerous game story posts is just about complete. The team hooked up year and story tag filters to the timeline view, and highlighted the date of the great fracture. Soon, you’ll be able to read the game story in the order that it happened.

We took a deeper look at our tribute and referrer system as well. While it’s explained in the FAQ, we want to make sure that everyone knows that if they invite a friend to play the game, and that friend joins, they get a 100 kula (our premium currency) bonus. In addition, For the first year of play after accepting an invitation from you, and if they verify you were their referrer, you will get a percentage of any cash payments they make to us (Paddlecreek games) in your player wallet. We discussed different simple ways to explain the process better, with a pictorial to illustrate how the process works.

We did some polish work on the inventory and crafting ui too. We added downward facing arrows when you hover over a container that can hold dragged items, and a few other minor improvements to make things more clear. The team discussed adding other visual cues to denote dropping, swapping, attaching, equipping, and any other action a player might have with an item.

We circled back to a discussion about a game news service that we would like to set up. The service would display notable game events like good samaritan acts, major weather events, House raids, and killings. We’d use some sort of curated system to write short news alerts about particularly important events as they happen. This cool feature would help players stay up to date about events in their world. The team talked about what we’d like our news archive to look like, and how we’d differentiate it from the game story archive.

This led us to a discussion about player death and the fine line between making death hurt, and making it so frustrating that a player gives up. We talked about special rules for death in a game instance, and using player data for special respawning rules. Fractured Veil is in part a survival game, and we want to make sure that a player dying is a serious event to be avoided. However, we don’t the pain of death to be so bad that players feel like giving up after they get eaten by a Green Lady, or a plan doesn’t come together.

Work continues on a game compass with most of the attention now focused on ui aspects of navigating around Lahaina. After some discussion about using the compass in game, we moved on to how drone cameras would impact the fog of war on the map. We want to make sure that someone doesn’t get a tactical advantage over someone else by watching the live drone camera feed. As armies throughout time learned, having a bird’s-eye view of a battlefield can be a game changer. We want to make sure that nobody has an unfair advantage when they decided to get a group together, and murder the neighbors.

Finally, the art team continues the task of breaking down the map and adding detail. As you can see from the shots below, Lahaina at dusk is a beautiful and deadly place.
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We’ll be back next week with more updates.