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Performance Improvements and Cloudy Days

To finish out the week, the web team is completing performance improvements on the web page. Jared has made some caching improvements, images have been optimized across the page, and we’ve made some changes to the Story Timeline view, in order to make it quicker to scroll through. We talked some more about a secure player to player trading system, and what things we need to avoid when creating such a mechanic. We also briefly discussed new merchandise options, and what things we’d like to see available on the Shop page in the near future.

The team made some melee weapon and crafting updates as well. We looked at some options for destruction effects for trees being chopped down for wood, and rocks splitting apart for metal and minerals. Soon players will see a tiny explosion of rock when their pickaxe work bears fruit. We added a few more weapon animations and improvements, so spears look great when you throw them, or thrust them into the horrors of the jungle up close. Chris did run into an interesting bug however, when his hands started to produce a blurry aura, like they were about to go into stealth mode, but got stuck midway through their transformation. We’re addressing the issue, and will get a fix in soon. Here’s a screenshot of his sneaky hands on the bottom right.
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Our AI work continues to make creatures fight and act more tactically, and we’re wrapping up ui improvements to the Settings page. The team is still working on ui for leveling up your character, and a way to claim buildings for one of our loot scenarios, as well as some other potential applications down the road. We had a longer discussion about ways other games handle currency: weight, where it is kept (taking up an inventory slot or not), how much you lose upon death, if any, and how much other players should be able to loot from your lifeless corpse.

The art team showed off a number of concepts for specific areas on the map. We talked about how to best use existing structures, and the landscape to funnel players to and from different areas, and where we need to add a clearly visible path. We discussed natural and manmade structures that would have survived the fracture, and would make good “hero” areas, where players could either get supplies and quests, or rampage through and explore. We discussed different options for work/wash/crafting benches and we talked about whether we want to go with a futuristic looking design or something a little more jury rigged.

The team is working on map, grass, and foliage improvements across a wide range of Lahaina, and we’re making some lighting improvements in those areas too. Our large buildings: The Communications Tower, Municipal Veilstation, and Thorcon Power Plant, are all getting some attention. We’re working on some performance improvements there in order to make them better able to handle large groups, without making your GPU fan spin like a top. Lastly, while the weather in West Maui is mostly beautiful, it has been known to get a few cloudy days and some rain. We haven’t been satisfied with the way things look on a cloudy day, so we’re working on a few things to make the game look beautiful, even when the sky is grey. Below you can see a screenshot of the beginning of that silver lining work.
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We’ll have more updates next 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.