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Tech Updates and Layouts

This week the web team is adding the finishing touches to our initial ecommerce system and putting a bow on top. The last of the receipt and order history work is being completed, and the last of the lingering bugs are being squashed. With a few more days of styling work, we hope to have our shopping cart rolling before the end of the week.

We ran into a number of old and new issues with the Friends feature this week. Currently, the system isn’t displaying relationships with current friends correctly. It will let you add friends you are already friends with, it doesn’t show connections properly, and sometimes friends aren’t showing up if you have a large list. Jared and Jesse will be digging into the issues over the next couple days to straighten everything out.

Speaking of friends, we received the first draft of some of our portraits for the about page that tested the boundaries of good-natured ribbing. Jared appeared to be suffering from some sort of facial paralysis, Jesse looked like he evolved from a subterranean race, and my eyes looked like they were copied from a 12-year-old anime character. Strangely, the artist did a great job with Terry’s portrait. We asked for revisions and questioned what it was about Terry that made him so easy to draw. We talked briefly about building a Careers section, but decided to have more human looking portraits first, as to not scare away potential co-workers.

Like last week, much of our time was devoted to talents. We worked on a basic layout and talked over design options for displaying attributes and skills. Jesse made layouts showing what the talent page would look like. We looked at and discussed options for showing how talents would buff skills and attributes and vice versa. We have a collection of talents to start, and the team is working on integrating them now.

There was a lot of work on inventory and crafting screens, as well as the quick bar too. We made some adjustments to the crafting screen to clean it up and make it easier to navigate. Crafting will soon be a much less cluttered process. We’re cleaning up parts of the old inventory system as well. We worked on attachments for all of your tactical light and bayonet needs, and looked at a layout of how the system would work. We’ll be doing the same with the Settings menu later this week.

After much consternation and banging our heads against walls, brick or otherwise, we have moved to UE4.17. In addition, Terry finished up Wwise and TrueSKY source integration. San spent most of the weekend focusing on camera work, and has a really cool tactical camera system up and running. We discussed some future use cases and options, but it works great already as a security camera for a base, or to see snippets of what your House members are looking at.

We have almost all of our persistence work done with the exception of item persistence. We discussed different options and how much equipment a player should keep after they die. The team is finishing work on the building generation system, and are adding some editor tools before moving on to completing the core materials and item spawning system. We’re testing the materials system now on foliage. Shooting a tree will give you wood, and one day soon you’ll be able to smash rocks to get minerals. As you can see below the building system and foliage are looking great inside and out.
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We’ll be back later this week with more updates and screenshots

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Banging Up Buildings and Working Out Designs

In addition to continuing some minor big fixes left over from our Friends and Family launch, there was a lot of iteration on inventory/crafting screens this week. After playing through the game tutorial ourselves, and listening to feedback from other players, it was apparent that the old screens were too cluttered and confusing to navigate. Jesse’s new designs clear a lot of things up, and make the process of finding or making things much more streamlined. We talked about: removing the character paperdoll completely from the crafting screen, adding a search function, grouping items that can be used to craft others together, including a timer to show you how long crafting will take, and having some quick visual way to compare two items in order to assess which one is best for your needs. In addition, we talked through what a “Trade” screen would look like and what it would need. Jesse also demoed an extra character slot screen, because if you’re like me, you’ll want to try out a couple different character builds.

Our ecommerce work continued this week too. We have a basic shopping cart layout now, and are buttoning up the last of the functionality that we need. We’ve integrated with a fulfillment service, and can now upload images of different types of merch. When you place an order we even collect your address now, something we haven’t been able to do before. Soon you’ll be able to look through different shirt designs in a number of different styles, colors, and sizes, and we’ll know where to send them.

The tech team continued their push to squash any remaining bugs and get things ready to upgrade to UE4.17. They’ve been working on shader changes and better crash reporting. San continued his work on persistence so your game experience won’t so closely resemble the movie “Groundhog Day,” but that led to some crashing issues that we’re still working through. We talked about the need for a dialog box to display errors when they pop up, so you won’t feel in the dark about why things might not be working, and including a bumper video during loading screens.

We worked a lot on the game map this week too. As we talked about last update, we want to make sure that we include the people, places, and things from the storyline, but we also want to ensure that those things are laid out in such a way that it’s fun to play. We’ve made a few changes to the Lahaina shoreline and other areas to show the devastating effect the fracturing of the veils had on the landscape. Buildings, points of interest, and quest hubs have been spread out in such a way as to form choke points in certain spots, and keep players moving through the map instead of collecting in a few areas. I’m sure we’ll make changes as more people play and we see their favorite places to go. What works for 20, is much different than what works for 200 or 2,000.

Finally, with most of the general play bugs squashed for now, the art team pushed forward with work on the Comm Tower, home/building ruins, and interior work on the Thorcon Power Plant. As you can see below, the lobby of the Comm Tower had a great maintenance crew and the onsite gardener did some amazing work before the fracture. We plan on scuffing the place up before we’re done, and ruining some of the flower beds, to show what happens when you don’t weed for 50+ years.

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Speaking of roughing things up a bit, our ruined houses are looking great inside and out. If you’re looking for a 3-bedroom, 2-bath, in a 22nd century apocalypse style, we have plenty of options open. To be honest, the school district isn’t very good anymore, and some of the neighbors believe in a shoot first policy, but it’s a buyer’s market. Here’s a couple interior shots of available homes.
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That’s everything for now. We’ll have more updates and art for you next week.