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Videos and Voices

To get the week started we had a lengthy conversation about game videos. We have some landscape and test footage, as well as a few bloopers, but we need to make quite a few more. We looked at what we already have in the folder, and talked about what aspects of the game we wanted to highlight. Putting on their editor hats, Jesse and company are working on a few more videos, and cutting them up to make GIFs. We’ve already shared the “Can Gun” video from a few weeks ago, with most people expressing interest in having it as a weapon option in the game, and wondering how many beans a second it could fire.

We briefly discussed which one of us had the most pleasing voice for doing voice overs, and came to a consensus rather quickly, avoiding a lengthy reality-talent-show-like process. In addition to the GIFs and videos, we talked about creating websites for the larger ingame companies like: Manimal, Duracave, and SSHAM, and what we’d like those sites to look like, and offer players.

We made a few play improvements recently too. We adjusted hitmarkers to make them easier to use, made some enhancements to points of interest visibility on the map, and have a brighter, more noticeable beam showing the location of loot drops in the game. We discussed the possibility of including a basic melee weapon, like a club or rock, in the player inventory when they spawn, so they always have something to defend themselves with. The led to a conversation about punching your way out of, or into trouble, in the game. Chris lamented the lack of a punching option, for when you’ve run out of ammo, and want to feel like flailing your arms around will help.

Jared is finishing up the last round of improvements to the email and notification system, as well as the settings options necessary to support them. We talked about setting up a RSS feed to add to the forums and our Discord channel. We continued work on building out an achievement system, both for the game and the web page. Jesse is currently working on layouts and designing badges while we compile a list of achievement worthy activities like: joining a house, inviting a friend, or filling out your profile.

Terry and crew continue our march towards the upgrade to UE 4.20.2, but the audio transition to Wwise is done, and we’re making the final push on our trueSKY update. We circled back to a few lingering play features that needed some attention like blocking player notifications from the annoying and needy, and various minor weapon fixes. We discussed ways to improve our iteration time, and solutions for NPC voices (see the conversation about pleasing tones and articulation in the second paragraph above.)

One of the team’s main tasks this sprint is improving performance in structures, and building out the game area around the Thorcon Power Plant, our temporary social hub.
That work continues this week, as we focus on adding details to our ruined neighborhoods while being mindful of being kind to your GPU. Here’s a look at a few houses and some roof detail work.
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