DEV

Team Building and Bots

This week the web team turned their attention to the next step in our Veil News Network (VNN) service, live streaming the news. We’ll be focusing on “Travel and Leisure” stories at first since there aren’t a lot of people running around shooting, hunting, and looting yet. We talked about having a few “previously recorded” videos of noteworthy areas to support the live streams, and different ways to integrate videos for Houses and players. San will be revisiting the work he did on the drones and camera bots to get automation working smoothly. The video must flow!

Getting team play up and running is one of the biggest goals for this sprint. Jesse is working on some layouts and an overall ui for teams. For now we want to keep it simple, with information about player states, distance away, whether or not they’re transmitting VOIP, and other basic stats. We have a “knocked down” player state almost complete. Previously, when players lost too many shock points the screen would just go black, which isn’t a lot of fun. Now you’ll be able to crawl around screaming in agony until someone helps you, or drag yourself someplace safe to hide until the horrors of the forest move away. The goal is to have a simple ad-hoc team system in place next week.

We had a long discussion about player anonymity, and specifically in regard to groups. The team went over many possibilities on how players might identify other players around them that wouldn’t lead to knowing their exact location. After all, having your player name pop-up on the minimap while you’re trying to snipe others from an opposing House isn’t exactly ideal. We discussed using distance for getting different levels of player info: far away, you know players exist in a general area, medium, you know what House they belong to if any, up-close, you can see their player name….We also discussed how you could interact socially with unknown players when you are in a group.

The web team has a table style view of game packages just about finished. Jesse is adding the last of the merchandise icons and images, and the final layout bugs are being squashed. Soon you’ll have a quick and easy way to see what each game package includes, a brief description of each item, and a way to compare them all.

Lastly, we’re just about done with our initial crafting work. Players can harvest rock, wood, metal, and twine. Cloth can be made from twine, basic armor is craftable to protect your soft parts, and players can build a bow. There are so many craftable items now, that we’re adding a quick filter to help players find things faster. We’re making sure that there are plenty of things to harvest throughout the map, to keep players moving around. As you can see from the shots below, the beach has plenty of resources for players to take advantage of, as well as some beautiful scenery.
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We’ll be back with more later in the week.