DEV

Erratic Movements and Dancing

As the first full week of sprint 24 comes to an end, the team continues their work on smoothing out any remaining crafting issues. We’re giving crafting icons some attention so it’s clear what your working on, and the images match what’s in your inventory. We discussed timers, and contemplated making adjustments to the length of time it takes to make a bow, a new shirt, or leg splint. We also went over prompts and messaging to help people while they are crafting a new survival item, or just something nice for mom.

We’re making some improvements, and expanding available weapon attachments. Fans of using compound bows to bring down the horrors of the jungle, will have a few new fancy options for sights, making their arrows a bit more accurate. The group discussed healing other players, and talked through the mechanics of patching up your friends. We even discussed adding force-feeding for a party member unlucky enough to be starving and bleeding out at the same time.

We decided to make the time it takes to auto-loot a container dependent on the container’s size. Now clearing out a shipping crate will take a little longer than emptying a shoebox. We banged our heads against merging the game map with a “points of interest” map we have been using to place various key locations, and buildings across Lahaina. After a lot of teeth gnashing, and metric to imperial conversions, we were successful, and have a working reference map to help with development.

The web team moved some error messages to make them more prominent, and are busy refining a few layouts. Audio work progresses across all areas of the map. We talked through what certain areas should sound like, and adding just the right amount of echo in our large buildings. We found a bug that wouldn’t allow your game audio to be adjusted in the settings menu, and are fixing it now.

While AI improvements are being made across the game, we’re focusing on monster AI this sprint. Right now our creatures only fight in melee, run in straight lines, and fight to the death. While that’s a start, we’d like to add a bit more finesse to their tactics. We talked over adding different roles for monsters in combat and adding: the ability to fight at range, attack and retreat, moving in semi-erratic lines, and utilizing cover, sometime down the road. For this sprint, our goal is to have monsters do their best to avoid bullets as they charge towards a player.

We fixed a few bird animations that saw our avian friends fly without flapping their wings, and sometimes hover like a balloon when they ran into an obstacle. We reviewed a number of character animations including: deaths, jumps, punches, throws, and even a bunch of different dances. Now, the Tappers can not only tap across player corpses, but they can shuffle, foxtrot, and lindy across them too.

Lastly, our lighting and weather work moves forward, with special attention paid to environmental lighting at dawn/dusk, and with the stars at night. You can see the progress of that work in the shots below.
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We’ll have more updates next week.

DEV

Loot Drops and Weapon Shops

We started off Sprint 24 by discussing our third loot drop scenario in the game. The first involves players scrambling to a designated area after a flare goes off, to grab a crate of goodies before anyone else. The second finds a group holding a building or area against multiple waves of attackers for a set period of time. When the timer runs out, the group is rewarded with a hidden cache of weapons, survival items, and food. Our latest opportunity for players to grab a pile of loot, involves safeguarding an item’s transport from one location to another, while encountering a number of obstacles. Once the item makes the journey safe and sound, in the allotted time, the players will be awarded a prize. We briefly discussed adding some non-traditional impediments to the journey, like poorly written directions, or children who demand to stop to use the bathroom every five minutes, but decided to stick with the usual group of bloodthirsty creatures and bandits in the end.

Our AI works continues in three specific areas: waves of combatants in loot drops, birds, and monsters. Not only are we making our monsters smarter, but we’re making them work better in a group. Currently, our creatures don’t have much of a game plan other than ripping your face off. That’s a pretty simple plan, which is usually best, but our goal is to have monsters with a little more method to their madness. We want our mutants to work well together, and at least cover all the entrances to a building that they know players are hiding in.

Progress on party mechanics continues, and we talked about some things we’d like to include down the road. We added some new items to help heal injured players, and worked on the player healing player system as well. Soon you won’t have to leave slow, injured team members behind unless they’re really annoying. Speaking of friends, we’re updating the Friends system ingame to make it easier to find your buddies while running around Lahaina.

The team did some crafting work as well. We moved forward with a design for a wash bench, and are refining the icons for items being repaired, rebuilt, or recycled. We talked through the best way to split and stack items in your inventory, and did some work on weapon attachments. The HUD got a few tweaks and updates, and we talked through some additional things we’d like to add in the future.

We discussed plans for a new armory, Lahaina’s premiere place for everything sharp and shooty. We talked through what the place should look like, and where it would be located on the map. The team started a performance pass on the Veil Station, improving lighting, textures, and material changes inside. Terry set up some mirrors and is working on source control changes, while the art team makes audio improvements to various parts of the map, ensuring that the post-fracture world sounds as good as it looks.

Lastly, improvements to the environment and weather continue as we build out the map. We’re making overall performance improvements to the wilds, adjusting lighting (especially at night), fixing the fog, and making changes to the rain. Below you can see just how good the beach looks, while taking your morning stroll with your favorite machete or shark-toothed weapon.
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We’ll be back later in the week with more updates

DEV

Buildings, Boxes, and Birds

As we begin the final week of Sprint 23, everyone is busy finishing up projects, and hunting down bugs. The web team has upgraded to the latest versions of Webpack and React, and are fixing some lingering layout issues. We’re improving our autocomplete feature to make it a bit smarter, and making some improvements to player/friend search as well.

We completed some more work on the crafting ui, and discussed adding a few more recipes to the already impressive list of apocalyptic arts and crafts projects available to players. The team fixed a bug on the loading screen, and updated the settings ui to make things easier to find, and adjust your game-play preferences. The HUD received some attention with a few new updates to make things less cluttered, and improve your field of view.

We’ve updated the team ui, fixed a few bugs, and included some new functionality into group play. A number of group features were added like messaging and auto-rejoin. In addition, we’re making it easier to find your friends and House members to help you rampage across the countryside, or whatever you’re in to. We’ve adding a few new weapon animations as well. Running a spear through your enemies, or throwing a club at their head has never looked better.

The team made some improvements to our second loot drop scenario. Players can claim buildings to defend against hordes of mutants and other survivors, in order to cash in on the prize when time runs out. We talked some more about the overall game economy, and distribution of loot and wealth. We’re spawning most of our loot in containers and boxes now, instead of just sprinkling weapons and goods across the map, exposed to the elements.

The team is almost finished with lighting and audio improvements in the respawn area, and our Hawaiification work continues with artwork, graffiti, and new furnishings in the underground haven. We have a basic recycling system in place for some items like empty beverage and food containers, and the art team is working on animations for turning trash into a usable resource.

We’ve made some AI improvements that have not only made things more interesting to fight, but have led to a huge increase in performance. We’re replacing many of the birds in the game currently to make those increases even greater. We talked some more about the map, and finalizing a backbone of surviving highways and trails to keep players moving. We want to make sure that players have a reason to travel over the entire map, and not get caught in a bottleneck, or congregate in one area.

Finally our lighting, weather, and foliage work continues to improve performance, and make the landscape look as amazing as possible while you struggle to survive. As you can see from the shots below, endeavoring to persevere has never had a more beautiful backdrop.
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We’ll be back later this week with more updates and screenshots.

DEV

Hunting Bugs and Bouncing Clubs

We made a lot of progress on team ui, and a team page over the weekend. Jesse showed off some wireframes, and we talked over some potential user flow issues regarding playing with a group. We discussed numerous filtering options for finding Friends and House members who are playing the game, and quick ways to invite them to your group. We talked briefly about some of the mechanics involved with trading, and worked through some potential issues.

We’re finishing up some team related mechanics this week too. Soon, you will be able to heal team members, and others with healing items. You could splint your own leg previously, but we’re expanding the healing gear, and allowing players to extend medical help to others. We discussed some future goals for our crafting system, and the possibility of making specialty rounds down the road.

Progress on our second loot drop scenario continues. Players can now claim a building, and if they can keep control of it for a set period of time, a loot area filled with gear and survival equipment will open to the them. We discussed our ingame money, Rai, a few loot distribution goals, and the overall game economy. A few weeks ago we added the ability for a player to throw a melee weapon in combat. This week we added some animations to make it look better, and physics rules so weapons can now bounce around after you hurl them. There are very few things cooler than throwing a shark-toothed axe at someone, but bouncing one off of a pillar before sinking it into an opponents head is one of them.

The web team continued their work on a game map for the web page. We’re still having some trouble lining up key landmarks with the ingame map, but we’re making progress. We’re busy squashing bugs as they appear, and making some performance improvements to the page. We’ve optimized images across the site, and fixed some icon rendering issues.

It wasn’t just the web team bug hunting over the weekend either. We addressed a loading screen issue, and fixed a bug that was crashing staging. The HUD got a lot of improvements and tweaks as we close in on a final look and ui design. The Settings ui received a lot of attention and updates too. Changing your game preferences should be quick and easy now, even if your trying to play at work.

Finally, we’ve added audio support to a number of areas, but have a few more to go before every area sounds as unique as it looks. We added a few quality of life improvements to the game as well. A fire does more than just look pretty now. A player standing near one will warm up faster than normal, and it will even dry off your clothes much faster than usual. Our spawn area expansion and facelift is nearing completion. We could still use a few decorations to draw the eye away from the wet brick and mildew, but the spawn area is almost ready for newly restored players.
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We’ll be back later in the week with more updates.

DEV

Arts and Crafts and Loot

The Veil News Network (VNN) live drone cam is up and running on the front page, giving you a view of what’s happening in real time in the game. We fixed some of the roller coaster like rotations, and it now avoids hitting the terrain to a greater degree. We discussed ways to expand camera drone coverage, and improving the feed, including: adding some more realistic information, temperature indicators, FOV adjustments, and other items. With that said, it looks good, and the fact that it isn’t prerecorded, but an actual look at what’s happening in the game, as it happens, is great.

Terry has been working through some merge and build issues this week, while the team has been focusing on crafting and recycling in the game. All items in the game now deteriorate with use, and provide different amounts of raw materials when recycled depending on their condition. Player’s machetes will now dull, armor will get worse every time you’re shot or stabbed, and guns get a little worse with every round run through them. We talked briefly about the inclusion of a possible repair system down the road, and how it might work.

Speaking of crafting, Chris has turned his house into the official Fractured Veil Arts and Crafts HQ with the addition of a 3D laser. He’s been cutting, engraving, and etching his way to mastering his new machine with some pretty good results as you can see below. We talked about some future projects, discussed how terrible burning acrylic smells, and Chris showed off his jury rigged exhaust system.
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The web team has been doing some refactoring and testing this week. Jared is finishing up some final work with our email and notification system, and Jesse has been focusing on some ui improvements. We talked about some new House features we’d like to add down the road. We’ve been working on adding a few more Hawaiian style touches to various logos and assets. Jesse demoed what some of those would look like, as well as a few future layout plans.

Our group system is fully operational and got some ui love this week. Group members can now see how far away they are from each other, their respective health status, can respawn on a group members name, and can revive a member who has taken too much damage to be useful in combat. Our AI work continues to make sure the creatures in the jungle are dangerous enough, and we’ve tweaked a few animations to weapons and player movements.

Finally, the art team worked on some audio issues that popped up this week, various HUD and settings updates, and other performance related issues across the game map. We finished our first loot drop system to keep people moving around the island, and creating a reason to fight other than just a general urge to murder others. Our day and night cycle and lighting work continued as well. Here are a couple of shots at the beginning and the end of the day, to show how good it is looking currently.
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We’ll be back later in the week with more updates.

DEV

Dropping Loot and Making a Nicer Respawn Room

As the end of the week approaches, San and the web team continue to focus on improving the automated camera drones, and making the live streaming experience as nice as possible. Our live stream tour of the island is still broadcasting on our YouTube channel, and we’ve been working on some overlay options to add a touch of realism, and in some cases, make the view more closely match some HUD elements. Jesse has been working on Veil News Network (VNN) layouts to better highlight the live video feeds, and make the look and feel more consistent with what you’d see on a real news network.

The web team has also been hard at work making some revisions to the home page and refactoring. There are a few older sections that don’t follow the overall design layout. Jesse is making sure all the layouts, images, and formatting across the site is consistent with one design and feel.

The art team has been working on improving our spawn area. What once was a rather drab one room cement space, with brown water highlights, and the latest in crate furniture, is getting a big facelift. The Nuuskin respawn beds are getting some animations and a little color. We’re expanding the area into multiple rooms, giving players a little more freedom to think over what went wrong after they were brought back from the dead. We’re adding some decoration, Hawaiian colors, and improving your seating options. The importance of a good chair is often overlooked after the fracture, especially with food, water, and medicine being so rare. However, nothing can help you relax from a run through the terror laden jungle, like a good sit in a comfortable chair. Our materials improvement work has made it to seating, and not just in the respawn area. Below you can see the fruit of our latest work, including before and after shots of some of the hottest post-fracture Lahaina styles.
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Jared has been digging into some email issues, and doing some pagination wok too. Players should receive email reminders when they get invites from players and Houses now. We’ve even hooked up an “Exiled” feature for Houses. House leaders can now boot an unruly player, or one who isn’t pulling their weight, and leave a brief message explaining the players shortcomings, if they so wish.

The art team continues work on the look, and performance of our large buildings. The Communication Tower has been the recipient of most of the work so far, but the Thorcon Power Plant is starting to get some attention now too. Both will be excellent places for players to practice their survival skills against each other, before adding the additional animal, creature, and environmental dangers of the wilds of Lahaina. We’ve completed an initial loot dropping feature designed to make sure that players around the map are coming together to make new friends, strengthen alliances, and sometimes slaughter each other over limited resources, or for fun. We talked at length about other loot scenarios, and ways to accomplish the same goal without dropping a box of shiny gear into the world.

Finally, we have started to turn some of the in-game products into real merchandise. Last week we got a big box full of Manimal cans, the extreme energy drink in the game. The art team is busy working on making models for inclusion in the game, and we’re pretty pleased at how they turned out as you can see below. With a taste that can best be described as an “overly salted, aggressively sour lemon/lime punch to the face,” they’re sure to be a hit with extreme athletes and mathletes alike.
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We’ll be back next week with more images and updates.

DEV

Testing Teams and Gear

This week marks the end of the old sprint, and the beginning of 22. The teams are busy finishing up some last minute work, fixing bugs, and setting goals. We’re adding a bit of polish to the group play system, but it’s ready to test. Players can make teams, use team VOIP, see members on the map, and revive teammates who ducked when they should have dodged. We plan on spending the next sprint squashing bugs, addressing problems as they arise, and running around, shooting the hell out of each other until we’ve worked out all the kinks. We don’t want to leave the creatures of the forest out of all the gratuitous violence though. We’ll be doing some AI work, to add another element of danger to groups venturing out into Lahaina.

We’re working on the loot economy/distribution system too. We’re making sure that the loot not only flows, but it flows in an appropriate way across the entire map. The goal is to avoid creating an area that gets too crowded because we’ve inadvertently created a looters paradise. We’re also making some improvements to our crafting and recycling system. We’re adding deterioration to items, and the recycling mechanic. Players will no longer have machetes that can hack through a thousand trees without suffering from some wear and tear, or becoming dull. We’re also making sure a brand new item provides more raw resources when recycled, than a piece of worn out junk.

The team is adding some audio support, and working on weapon and player movement animations to make characters look more natural, and add a level of authenticity to weapons. We’re also making a material upgrade to help performance, and make the props you’ll find around Lahaina look more realistic. The before and after shots below are a good example of how things are improving.
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Of course our Veil News Network (VNN) work continues. The web team is working on video stream improvements currently, as well as stinger and bumper videos to fill in coverage gaps and transitions. Jesse is hard at work putting together a VNN lead-in video and working on a few overlap bugs.

Terry was busy digging into some merge issues we ran into, and we’re working on some streaming, destreaming, and performance improvements. Improving map and large building performance is a never ending task, and we’re focusing on three large buildings this sprint in particular: the Thorcon Power Plant, the Veil Station, and the lighting inside the Communication Tower. We’ll be doing some HUD updates and working on graphics on the settings menu as well. The team is adding animations to the respawn area and building out our cave system, in addition to few other spots of interest on the map. We’re also finishing up the texture, weather, and lighting work for the wild places around Lahaina. As you can see below it has really improved the quality of our beaches, but we still don’t recommend taking time to make a sand castle without a weapon handy.
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We’ll be back later in the week with more updates and pictures.

DEV

Spawning Loot In Scary Rooms

With Thanksgiving coming up in a few days, everyone is pushing hard to fix last minute bugs and finish up items during a short week. Our item spawning system is getting a few tweaks. We’re working on making loot lists specific for containers ensuring that refrigerators are filled with food instead of ammo. We’re also making area specific loot tables, allowing us to have locations where players are more likely to find: crafting related items, hunting equipment, medical supplies, or whatever theme we want.

The team is incorporating that item spawning system into the automated building system and testing them rigorously for bugs. A funny thing happened when one of the team was generating some random buildings looking for problems. A building was created that had a long hallway which led to a small windowless room, free of any furnishings but a single rocking chair facing the wall. As everyone knows, the sound of a child laughing in an abandoned basement, a dog staring at a closet while whining, and finding an empty room with a single chair facing the wall, are all universal signs that something terrible is about to happen. We appreciated the accidental creepiness, but we need to replace the generic chairs with something more Hawaiian, like this before including punishment rooms in the game.
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The web team is putting together the last of the images for packages and shirts. Jesse is finishing up the last of the logo work, box models, and is looking at some other shirt designs. We discussed our ongoing issues with finding quality Hawaiian shirts that we could customize for the game without having to buy thousands of yards of custom fabric. We’ve decided to table them for now, and replace them with some sort of allover style shirt design. Jared finished work on the last of the minor shopping cart issues, and is almost done with PayPal integration.

We finished some of the animal AI work, so they will act more naturally and stop running straight into the sea whenever a person walks by. Speaking of straight in the ocean, we have swimming animations done, and they should be up on production soon. Right now you can go in the water, but standing straight up when you’re cruising around looks weird and isn’t very hydrodynamic. The armor system is ready on staging as well and we have a clothing system in place to make sure players can stay warm and dry.

Finally, San and crew continued working on persistence. Currently, attributes and traits are working, and the inventory is almost done. We just need to include talents, wounds, diseases, and effects after that. While item persistence is on the verge of being completed, we talked about design options that would let it scale better in the future than what we have now. The art team finished up the last of the shading and audio work on the communication tower, and Terry fixed our latest trueSKY issues so hopefully the view from the top looks better. As you can see below, the tower has come along nicely but the scenery still needs a little work.
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That’s it for this week. We’ll be back next week with more pictures and updates. For those of you celebrating turkey day, we hope you enjoy the holiday!