Character in Progress
Hi guys. So every week our coders turn in the work they've done for that week when they invoice me. Because of our limited budget we get about 30 hours of coding in every week split between two coders. Keep in mind that just because you see us working on something here doesn't mean it's actually going to implemented for Early Access.
For example, we mention menu flows for deathmatch below but that isn't an announcement of any kind. In that specific case we are setting up a UI flow in case we ever get around to adding a deathmatch style mode. We could then come back to it later if we develop anything worth revisiting. Honestly it would less complicated to not mention things like that that but for the sake of transparency I'm happy letting you guys get insight into our development.
Change Log - Alpha 0.5.12.1502
- Added initial classes for structural changes to UI framework.
- Deprecated old Framework 1.0 code.
- Worked on adding in functionality for going through Survival->Host/Join functionality.
- Cleaned up use overuse of delegates.
- Created menu flows for survival, exploration, deathmatch, and settings options
- Base transitions to but not from implemented.
- Deprecated more old UI Framework 1 code. Removal of Framework 1 code will begin soon.
- Minor UI bug fixes and stability improvements.
- Updating codebase to run UE4.12 with VXGI support.
- Removed old Normandy map content and VSMap_01 content in order to clean up the content directory.
- Fixed up loading editor errors from old removed referenced content.
- Added hooks for Health, temperature, stamina, and leveling components to the BP Function Library.
- Removed old wallpaper for welcome screen.
- Added ambient audio to welcome screen/main menu.
- Added title and press any key text to welcome screen.
- Setup new map with 2 crosses as the new main menu map.
- Setup spawn camera position to match Alireza's adjusted camera location Known Bugs/Issues
- Iteration on our basic AI enemy. More ways to pathfind / use the navmesh have been hooked up. First pass at "Pawn Sensing", which is a pre-existing tech from UE4.7 that helps do the baseline tech for AI sensing enemies (other AI, players, whatever) via sight OR hearing (sounds at a location, i.e. footsteps, explosions, whatever).
- Day/Night Cycle is implemented. It's off by default, but once you're running the sample map we test things on, hit "End" on your keyboard to start it. 24 seconds = 24 hours.
- Placeholder UI art assets for Health, Stamina, and Experience appear on the right side of the screen, currently. These are beginning to be hooked up with the back-end data from the game's systems.
Twitter: [twitter]ourghostsofwar[/twitter]
Hello. I've finished stitching together aerial spy references for what we intend to launch our game with. I've also started whiteboxing the game to get a get a general sense for scale.
The plan is to start on the roads tomorrow. There's a road plug-in I purchased from the Unreal Engine 4 forums that does a great job of clicking roads into existence. The terrain gets disturbed a little bit but we have little choice because UE4 is pretty awful when it comes to roads. Alireza was begging to have the source code rewritten so we could have a better road tool created but it's simply not a priority if we want to have the game playable any time soon. We'll do our best to not make the terrain appear as undisturbed as possible but it's more or less a limit of UE4. Sometimes you just got to roll with the punches.
Twitter: [twitter]ourghostsofwar[/twitter]
Hello everyone,
Twitter: [twitter]ourghostsofwar[/twitter]
Twitter: [twitter]ourghostsofwar[/twitter]
Some questions asked about our game.
Anyway, so I wonder; what's the actual goal of a match in this game? Are you actually invading? Having to capture points or defend them?
Seeing as it's a Rust/ARK-esque thing, would take a long time to accomplish so your character is persistent with a single game taking weeks perhaps?
I can't fathom this being truly Rust-like in that you'll see some soldiers randomly building a hut somewhere, trolling about. Those games are often popular for their freedom, but being in an army really restricts that freedom.
But I'm guessing players won't spawn in naked like in Rust & ARK, right?
So how exactly will characters be persistent?
Twitter: [twitter]ourghostsofwar[/twitter]
Working on our mud material. Should have more to show this week.
Twitter: [twitter]ourghostsofwar[/twitter]
Twitter: [twitter]ourghostsofwar[/twitter]
Reworked the scale a bit to make the cliffs bigger and more authentic to real life.
Twitter: [twitter]ourghostsofwar[/twitter]
Twitter: [twitter]ourghostsofwar[/twitter]