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roadtovostok
roadtovostok

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Development Update (23/06/2023)

Hi!

Since now the save system + shelter implementation is mostly ready for Public Demo 2, I thought I explain a little what's going to happen next.

Ammo System + Weapon Save Data ("Ammo Week")

I have already started to implement this and next week I'm planning to get this fully done. This topic includes:

- Ammo loot (different calibers)
- Ammo stacking (inventory)
- Ammo change (weapon UI)
- Current firemode save
- Current ammo save
- UI tweaks related magazine slot

AI Updates

After the "ammo week" is done then starts the big challenge which is AI update. There's multiple phases to this but here's the first elements:

- Bandit character model (contractor)
- 3 AI-tiers + slight behavior variations (Bandit / Guard / Military)
- AI sensor update
- AI voice acting (outsource)
- Animation updates (current ones are too "sloppy")
- Support for different weapon types

Loot Challenge Boost "Item Week"

I will spend one week (middle of July) of modelling + texturing as many items and equipment as possible. During this week and development wise, I will not spend time on anything else, just items, more clothing and equipment.

The goal after this week is that there's +100 items in the game (current number 85) and enough variations to clothing. During this week, I will also activate the arm models to support those torso (jackets) + hand (gloves) textures.

Impact System + Flyby SFX v2

Currently there's only generic impact effects and zero sounds when you hit certain surfaces, this applies to AI also.

I have already planned out a set of material properties that will be linked to this new system and this will hopefully also provide that improved "I'm being shot..." feeling when the bullets that land near you make visual effects and sounds from AI.

Trading System v1 "Trading Week"

The initial trading implementation will be a ~1 week job and this is planned at the end July.

The computer that is located in the shelter will act as a terminal for this and there's going to be some kind of "generic trader" / black market implementation that has a stash of items and the main trading mechanic will be inspired by game called UnderRail.

In terms of UI, there will be Accept / Refuse meter that is linked to the item value and two grids called Request and Offer. You place trader items to Request Grid and your items to the Offer Grid which will modify the Accept / Refuse meter based on the item value and so on.

Map Updates

Like mentioned earlier, maps in Public Demo 2 will be compact maps that are designed around enjoyable loot runs. The idea is to emphasize scavenging and the physics-based loot system will be the main driving force for these loot runs, but the environments needs more depth (floors, props) instead of width (more map size).

These compact maps are also going to free some extra time towards AI updates and I think this compromise is quite wise since I much rather have fun gameplay elements than big maps at this stage.

There's of course a lot more that will be added for Public Demo 2 but these topics were the main elements that I will focus now when the save system is done.

- Antti (Developer)

Comments

I’m blown away every time with the output of progress but as well of the quality. You’re doing amazing Antti!! I enjoy waking up every morning (Australia) and reading every post!!

Kai

It feels unreal knowing all of what's coming next, and so soon. Really looking forward to it all! Your efficiency is incredible.

Fonzi


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