DEV

Directing Drones and Seeking Shelter

As the week gets started the web team continues the front page facelift, and navigation update. Jesse has completed images for all of our social networks, and is working on a few custom overlays for streamers, as well as layouts for upcoming contests and announcements. We’re combining site navigation all in one place to streamline things, and help users find what they’re looking for more quickly. A number of minor improvements like new modal windows, and an easier to find download button are in the works too. Jared is still working on getting the drone footage to display properly, and it should be streaming live footage of the wilds of post-fracture Lahaina soon. In the meantime, you can always watch on our YouTube page.

The tech team is putting out the last of the fires caused by the UE 4.20.2 upgrade, but we’ve worked through almost all of the problems the update caused. Terry has worked out the issues with trueSKY. Beautiful clouds, oceans, and sky are right around the corner. We fixed a number of other lingering bugs, including tracking down an issue that was causing certain types of loot to spontaneously disappear from your bag. Nobody likes disappearing bullets, no matter how easy they were to find.

We’re making a number AI improvements focusing in particular with firearms and our Trophy Collectors. We’re adding some situational awareness to our plague-ridden body part collectors. We found their actions, (especially in groups,) to still be more chaotic than we’d like. The team is focusing on adding some cunning, and improving their battle tactics. In addition, we’re teaching some of our NPCs, like the cannibals, to shoot first and eat players later. They’re learning things like: laying down suppressing fire, herding players into groups for melee combatants, and not switching their machine guns to full auto until they’re close enough to not worry about accuracy. Lahaina is about to get a lot more dangerous.

The first iteration of a player bank is nearing completion. Soon, players will have access to a self-contained inventory to stash away the things weighing down your pack, or that you can’t quite bear to drop on the ground. Our drone cameras are getting some love this week too. In addition to upgrading them with the newest geographical info to keep them from gliding through the ground, we’re putting in a lot of work teaching them what to film. We’re improving their audio detection, so that they will recognize things like a fight, stop, and film the action. We’re also teaching them when to move on, so they don’t get stuck on someone determined to chop down enough trees to start their own lumber company.

We’ve made some “quality of life” improvements to help make the game more fun to play, and even have a new starting tool/weapon in the works for players to use when they spawn in. We discussed making sure that crafted items had more “health” than items found in the rubble, and ways we can encourage players to experiment with alternative ingredients when hard at work at the crafting table. We’re not encouraging people to try to make glass rifles, but we want to reward those who think outside the box. We’ve made some improvements to the bow and compound bow to make them look and sound more realistic as well.

Finally, we took to Imgur this week to talk a bit about the progression of buildings in the game, and the importance of seeking shelter. The Great Fracture not only wiped out most of civilization, it also had a lasting effect on global weather patterns. Maui was no stranger to the occasional severe storm or hurricane, but after the accident, the weather became much more unpredictable. Finding decent shelter is just as important as gathering food and water. We looked at some early concept art and talked about the progress we’ve made. As you can see from this shot below, having a cold drink on top of the Communication Tower, is a much different experience than collecting rainwater in one of the ramshackle huts along the beach.
Responsive image

DEV

Slapping on a Fresh Coat of Moss

The web team started off the week with a bunch of refactoring to help clean things up a bit before continuing work on the achievement system. We have the first iteration, with a handful of achievements almost ready to deploy. Jesse is still working on badges and layouts for the final product, and we looked at some wireframe options. In addition to the the new achievements, the web team is giving the front page a facelift.

Jesse is combining the tabbed navigation into one, separated by headers, on the left-hand side of the page. We’re getting rid of the slides, and adjusting the layout of the front page to make room for callouts, contests, and special game announcements. We’ve updated the download tab and talked about different FRV overlays we could make for people streaming the game. Jesse is designing cover art for us to use on all the major social networks, and we’re giving the story page an update as well.

Almost all of our audio is switched over to Wwise, with only a few ambient noises and sound effects needing an upgrade. Terry and crew continue to work on our weather and water issues. We’ve made some good progress on ocean improvements, but we’re still totally trying to make that perfect gnarly wave dude. Our trueSky updates are still a work in progress, and we’ve had some crashing issues on staging that we’re digging into, but the team is hopeful to have Hawaiian blue skies and a variety of clouds overhead very soon.

We’ve made some improvements to the craftable bow in the game, and listened to a few options for the string being pulled before settling on the perfect twang. We’ve updated the spear throwing and thrusting animations to make things just the right amount of stabby. With all the talk about improved throwing animations, we got a bit side-tracked discussing how fun it is to throw things at Jared in the game, the axe and pickaxe in particular. Jesse shared some fond memories of throwing things at Jared, and seeing how far away he could get while still accurately dropping an axe on his head. We got back on track with news of the addition of a few more shark-toothed (leiomano) items for players to pick up, and hack away with.

We’re making a number of improvements to the existing AI in game, focusing specifically on the next tier of ranged AI. Right now players will run into a few Trophy Hunters who throw things, but with Big Bob and the cannibals being included in the map, we’re working on teaching them to shoot. If everything goes as planned, well have some gun toting NPCs running around and shooting up the place by this weekend.

We’re making some ui improvements, adjusting the opacity of menus and updating the tooltip widget inside the inventory screen. The team has circled back to drone improvements, and are focusing on our pathing issues first. We’re updating the eye-in-the-sky with the new map geometry so the camera will hopefully stop its subterranean explorations. We’re adding some art to fuel cans, health kits, and various items to make them less generic and more Hawaiian, as well as building out the areas around the Thorcon Power Plant.

Lastly, as we build out these areas, improving building performance remains a high priority. To aid in that, we’ve started a large decal library to use on virtually any structure. We have a wide variety of stains, cracks, gouges, rust, and moss that can be added to: wood, brick, metal, plaster, and concrete. Below you can see one of our programmatically generated buildings with and without a number of these decals.
Responsive image
Responsive image

DEV

News Streams and the Roads Most Traveled

With the Veil News Network (VNN) newsticker working across the front page, the team is focusing on getting a live video system working for specific news events. We have a fixed camera live stream on our YouTube page with some terrific, (for some definition of terrific), Hawaiian elevator music for accompaniment. Jesse needs to rework the overlay to give access to the video controls, and make it responsive for people with smaller screens and mobile, but the view can be quite beautiful when the sun is rising.

We plan on recording a few videos of certain areas to highlight places to explore, and cover any holes in our live coverage. We talked about ways we could adjust and present the service to make it look and feel like a real news organization. The team discussed in depth how it currently has more of a public access/small local channel vibe to it, than a super-polished large news network feel. We’re going to make some slight changes in size, and placement on the front page in the coming weeks, but are pretty excited about how things are looking so far.

We continue to work on a system for team play, and Jesse showed off the latest stage of the team ui. Right now, it has an indicator when someone is talking, map markers that show the relative position of team members, basic information of cohorts, (for people not in your party only your name appears), and a noise indicator on the minimap. We want to be careful to not show too much information about other players crawling through the underbrush, or waiting to snipe a target however. So, we talked about ways to let more social players find new friends, and let the creepers creep.

We completed a big pass on crafting and resources this week. Virtually everything in the game is craftable now. We’re still having some trouble with very large trees and rocks giving up resources, but we hope to have it worked out soon. We also adjusted the weight of resources, as everything was way too heavy before. Now players can feel free to make enough twine to put together a shirt without becoming overburdened and an easy lunch for the wolves.

We are finishing up our shopping cart improvements this week as well. Every game package is colored coded, and has images of everything included now. We plan on having a table style view for comparing them ready for production soon.

Lastly, the art team showed off the latest concept drawings of the spawn area, and other parts of the map. We plan on expanding the spawn area from just one room to three, and we looked at the first iteration of an explorable mine area. One of the benefits of using an actual map of Lahaina is that much of the map layout work is done already. We discussed which areas, such as farmland, we need to alter for the game and which we can use as a template. We plan on leaving a few main roads for travel from one place to another, and converting some of the ones off the beaten path into dirt trails through the jungle. You can see below what the fracture, and 60 years of neglect has done to some of the residential roads in Lahaina.
Responsive image
Responsive image

That’s it for this week. We’ll be back later with more updates.

DEV

News You Need and Subterranean Safe Spaces

The first full week of sprint 20 saw the web team finish up preliminary work on customizable House features. Players can now go to their House Settings page to: write their House charter, setup application instructions, load a House banner, pick their House colors, Integrate VOIP and streaming services, and assign a background image. We’re nabbed a few minor bugs as they arise, but players should be able to add some unique touches to their Houses now. Jesse is finishing a House callout page, and we discussed adding various email notifications, alerts, and overlay options during the next customization upgrade.

Houses aren’t the only things getting a makeover this week. We’re working on a complete HUD and fullscreen ui update as well. Our goal is to make a less cluttered view of Lahaina, with easy access to systems and equipment that a player needs to use often, or in an emergency. Things are looking great so far.

We talked at length about our in-game drone cameras, and setting up the Veil News Network (VNN) to keep players up-to-date about events in the game. Jared is hooking up our news API so that we’ll have real time data about player locations, kills, and actions in the game. We talked about a few different game tie-ins, real-time announcements, and integrating players and Houses. Our goal is to have a semi-interactive service that keeps track of everything going on in the game, and highlights the most important events, with some fun announcements thrown in. VNN, the news you need, the details you deserve.

The team is working out a few last kinks in the automated item spawning system so players will find more than disappointment in boxes, crates, and hidden spaces around the island. We’re continuing work on improving performance as well, by breaking down the map, replacing a few old structures, and updating the roofs of the programmatically built buildings around Lahaina. We’re working on adding some audio support to a few locations as well. Hopefully, it will be so clear, you won’t know if you’re listening to a nature documentary, or if a family of raccoons took up residence in your walls.

Finally, work continues on the sewer respawn zone. The subterranean safe space will give players who have just experienced a fatal assault a chance to reflect, and not be instantly hacked to pieces or shot while loading. As you can see from the shots below, it’s pretty nice as far as apocalyptic sewers go.

Responsive image
Responsive image

We’ll be back later in the week with more updates.

DEV

Better Houses and Power Plants

To finish out the week, the art team has been hard at work completing the new underground spawn area. Designed to allow players a safe place to respawn, away from itchy trigger fingers looking for loading characters, the place is coming along nicely. We’ve added a few shelves, tables, and a ladder leading up to the surface. If you added a guy skipping class while obsessively playing Mario Kart in the corner, it could be a picture of my first college apartment.
Responsive image

We found some issues with our shipping system this week. Shipping to certain areas was broken, and we ran into some eyebrow raising shipping estimates. Jared fixed the API so everything is now working as it should, and we’re adding tests to ensure it doesn’t happen in the future. The web team is digging into a few other problems that popped up with the shopping cart as well.

Jesse and Jared are finishing up the last of the work on House banners. They look great, and most of the work is focused on editing tools, and making the customization process for Houses and banners as streamlined as possible. This led us to a discussion about making easy to understand, step-by-step tutorials to explain the more complex systems in the game. While everything is covered in the FAQ, there are a few things that could use an additional clear explanation.

Jesse worked on a green screen streaming overlay for the game. After watching a show from their office for a while, we discussed ways we could use it other than embarrassing Jared. We covered possible Veil News Network (VNN) uses, other possible marketing applications, and a number of Jared based spinoffs.

We discussed a few new weapons coming down the pike, firearms in particular. We want to have information about each weapon that matches as closely as possible with their real life capabilities. However, the reality is that many firearms have numbers that match very closely, particularly with guns of a similar style and function. We talked about the possibility of slightly tweaking some statistics to make a hierarchy of weapons in the game.

Lastly, after a lot of detail work the Thorcon plant is going into the game. Below you’ll find a couple of the latest shots of the interior. This place is huge and should be a blast to explore.
Responsive image
Responsive image

We’ll be back next week with more updates.

DEV

Streaming From a Closet and Adding Some Color

The web team continued working through bugs found in the timeline view, on the story page over the weekend. We worked through many of them, including a way to navigate more smoothly through years that don’t have stories associated with them. We talked through some sidebar layout issues, and made improvements to how the “view more posts” button works. However, we still have a few kinks to work out when a user is searching through tags.

We talked about the need for a HUD/interface system for trading between players, and buying items from vendors, whether they be NPC’s or machines. We discussed the need for secure trading, and how that experience would be different from a buying screen a player would see, when interacting with a vendor. We pointed Jesse in that direction, and he is working on layout designs now. In the near future, you’ll be able to trade ammo, rai (money), or an ice-cold Manimal with your friends without just throwing it on the ground, and worrying about one of the island’s raccoons running by and stealing it. There are enough problems in post-fracture Lahaina already, without having to worry about what might happen when the trash pandas finally get enough ammo.

Terry is still working through some Perforce issues, and San spent some time working through some bugs as well. He got an order of our shirts with a new softer fabric this weekend, and gave them his stamp of approval. The new shirts are so comfortable you might not want to take them off, but we recommend washing them on a regular basis if you plan on going out into society. Speaking of working at home, this weekend, Chris completed the process of converting his closet into a streaming room. With his streaming rig, dim lighting, close proximity to a functional bathroom, and working speakers, he’s one mini-fridge away from having an obsessive gamer’s paradise. (Fyi..It is a sizable closet.-Chris)

The art team kept plugging away at adding detail to our giant buildings. As you can see from the shots below, the Thorcon plant will be a great place to explore after a lighting pass.
Responsive image
Responsive image

Finally, we took a deep dive into House and character personalization. Jesse showed off some amazing mockups for customized Houses, with styled charter pages, maps, banners, and player roles. He’s working on a color scheme generator so you can quickly, and easily put together a design that looks great by just choosing a couple colors. We discussed what editing tools we need for House charters, and integrating the Veil News Network (VNN) news feed, and other streaming video into the House page as well.

That’s all for now. I’ll be back later in the 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.
Responsive image

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.

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

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