Bit of a long one this....
August + Pax Prime
The summer is nearly over.. but development sure isn't!
Before we jump into the news, Week 7 of the Closed Pre-Alpha will commence on
Saturday 5th September at 6AM GMT/Friday 4th September 11PM PST, and run for an extended 96 hours until
Tuesday 6AM GMT/Monday 11PM PST.
We here at Offworld simply can't BELIEVE it has been another month. Aside from the critical performance and back-end developments that have been going on a week-by-week basis, this month we really pushed out hard into two key features, Reviving and an overhaul to the Map & Squad UI.
In addition, we had a booth at Pax Prime 2015, in Seattles Washington State Convention Center. It was also the first time a lot of the developers that could make the trip met face to face and after the manly handshakes and hugs it was down the business, bringing Squad to the masses. More on that after the Monthly Recap for August.
Without any further ado!
Systems
- Improved hit detection in high server load situations
- Added server-side validation of shots and threw out shots that aren't valid
- Added new UI systems for Maps, Map Markers, Squad Management and Kit Role selection
- Added a Wounded State, Player Revive and generally expanding the medical system
- Fixed a major performance issue related to animations (some heavy math code was in Blueprint. It's now in C++ which should help with performance)
- Reduced replication and update rates for deployables, players, weapons and projectiles to aid with improving server performance
- Added more Logic to FOB and Rally Point placement (eg. minimum squad member requirements)
- Increased spawn time on fobs to 15s, up from 10s, they are now half of the Spawn time of a Rally Point
- Firebase spawning now stops when more than 1 enemy soldier is in cap radius or the FOB is 75% captured. Clear out the FOB of enemies and spawning will resume
- Completely overhauled the flag systems to allow for better functionality with the AAS and Conquest systems.
- When a flag is lost in AAS mode, the side who lost the flag loses tickets as well
- Added stamina consumption to prone sprinting
- Fixed Crouch to Prone/Prone to Crouch positional glitching in third person
- Fixed maps to reduce LOD popping from occurring so often
- Prevented server from playing impact FX, improving server performance
- Fixed team switching bug that prevented players from switching teams when they should have been allowed to
- Shortened Pistol deploy animations down to 0.9 secs
- Fixed breathing sounds not following the camera when leaning
- Fixed several issues where stamina was being used when it shouldn't be
- Fixed both shell casing collision bug that made it float on surfaces and Wood bullet hit rotating decal.
- Modified local VOIP attenuation so the voice drop-off is a little bit more realistic
- Allowed audio at half-volume when outside of the game window
Art
- More progress on the Russian Soldier model set, plus test rigging the model
- Added New Crops, Corn, Wheat and Rice
- Progress on the M1014 Shotgun
- Overhauled the way Crops are created, making them look much more natural
- Added customisable freight containers and decals to go on the containers
- Added a police station
- Updated a bunch of wooden doors
- Added a bunch of ambient sounds for rivers and streams
- Added a portable toilet environment prop
- Added gasoline pump and gas station props
- Updated particle effects to look more realistic
- Updated backblast to look more realistic
- Added better handling of full auto looping when shooting a single shot
- Added proper looping sounds for the M249, M4, and AK74
- Added a plastic material for plastic water containers and other plastic objects, with associated impact effects and sounds.
- Added ceramic tile bullet hit sounds assigned to pot materials
- Added a small rocket propulsion effect to rocket projectiles
- Increased volume on sprint footstep sounds
- Added specific sounds to deployables, and radios now have static sounds combined with pre-recorded chatter
- Added flesh wound decals to all player characters
- Updated muzzle flashes and explosions
- Improved performance on explosion effects
- Added a Quick-start guide to the loading screen of the Pre-Alpha
Mapping
- General foliage and detail updates to Kohat
- Populated and detailed the south river sector of Kohat and increased cull distance on river trees
- Updated Logar with new rocks and fields. Also added a Gas Station
- Foundation started on a new 4kmx4km map
Pax Prime After Action Report
It was a Wednesday when we got to the venue, with just
Chuc (Animator), Royawesome (Programmer) and Merlin (Programmer) there to oversee the initial setup and to make sure we got all of our hired equipment from the venue. We spent most of the time sorting out the laptops that would be our demo stations, making sure the special Pax build would work over a LAN and that things wont crash during play. (and they didnt! Not a single crash over 4 days!)
On Thursday
Irontaxi (level designer), ZTrooper (3D Artist, game design), Litoralis (community manager) and SgtRoss (military advisor, game design) arrived in Seattle, and we got to work putting up the decorations, sorting out the special Dog Tags that we ordered just for Pax Prime and working out the final logistics before the show opening on Friday morning. At the end of the day we all made merry at a fine local establishment (but not too much, cause it was showtime the next day!)
Special all-metal Dog Tags that were given out over Pax Prime, logo on the front and the joinsquad.com URL on the back.
While in Seattle, we also took the time to go to a newly established Motion Capture studio called
MocapNow, run by industry veteran
CJ Markham (worked on games such as Halo 4 & 5, Red Dead Redemption, Max Payne 3) who took us on an extremely interesting tour of his facilities and even gave us a demo using our characters.
Our own SgtRoss and Merlin got the spotted Lycra on and had some fun with the capture system. Some time down the track we will be capturing our own motions and so this was a great first experience for all of us.
Pictures probably speak louder than words about what the vibe was like on the show floor. We were up on level 6 where the medium-sized developers, indie studios and merchandise traders were located. Awesome neighbors like Frontier with
Elite Dangerous, Chainsawesome with coincidentally named
Knight Squad and Switchblade Monkey with
Secret Ponchos kept us company as the crowds came through and saw our wares.
The demo was a special 3v3 orientated layer of Logar, keeping the action within the town. We were continuously cycling people in and out of the demo stations, and we were glad that at no-point during the event were the chairs ever empty.
Every person that stopped by our booth received a Dog Tag with the Squad logo on one side and the joinsquad.com URL on the other. Needless to say they were popular as heck and we managed to give away our stash of 1500 tags over the 4 days of the event.
The reception to the game was also very positive, with people praising its looks and also how much of a fresh experience it was for a FPS. We had some real characters drop by the event, including some of our Kickstarter backers!
A Backer! (Please let yourself be known in the thread!)
This champ came back three times to play, while his left arm was in a cast! We salute you.
http://i.imgur.com/53fjbn6.jpg
RoyAwesome sporting some shades courtesy of the guys from
Super Dungeon Bros. Great game, go check it out!
ZTrooper keeping it classy on a very special kind of unicorn.... We hope he did his laundry after sitting on that thing.
Without a doubt Pax Prime proved to be a milestone for Squad and Offworld Industries as a team. For a lot of us it was the first time at a major games event as an exhibitor, and to put on a show as good as the one we had over the weekend was no mean feat. Wed like to thank the event, the other exhibitors and enforcers and most of all the people that came down to talk to us for one hell of a weekend of gaming.
Offworld Out.