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roadtovostok
roadtovostok

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Dev Update (22/09/2024)

Hi!

Here's a quick dev update.

Firstly, the Highway upgrade is now mostly ready and will be completed tomorrow.

Here's few new elements of the map:

I will be showing few screenshots probably tomorrow about the upgraded Highway and after that I will add some finishing touches to the Minefield which is hopefully only one day task.

If this goes as planned, I would have all the other maps than Radar done by 24th day and it would leave me then about 1 week to figure out that Radar and do all kinds of bug fixing, optimization and crafting stuff.

If this timeline for end of the month demo release becomes too tight, I might implement some kind of temporary Radar thing and patch the actual upgrade later one since it will include fairly complex underground elements.

On top of this, I also updated the Godot engine version from 4.2 to 4.3 few days ago. This update might fix certain hardware issues that some users had with the previous demo but most importantly this will give me few useful tools for upcoming early-access feature building after the demo phase.

I also have now all the patch content figured out for this last demo and there will be 3 main patches. I will reveal the content for these in that demo release video.

-Antti (Developer)

Comments

I found a new animation bug just now. It has to do with the instruments. When you play a song and go to the trader, the animation continues until you exit from the trader menu. It happens with all the instruments, not just one in particular

securityCase

There have been quite surprising moments with that new AI in these upgraded maps, good sign is that also I have been dying to them a lot, even though I should know all the key behaviors and locations, but there's enough randomization and unexpected outcomes even for me :)

Road to Vostok

If I would make them separate, meaning it happens automatically behind the scenes without player knowning it, I can quarantee that I would get many bug reports and gameplay videos highlighting that picking up items in shelter is "broken" or somewhat bugged compared to normal maps, so I think it should be something that player controls and it creates a "mental model" of the same loot radius in each method. Yea, that navmesh to chunks is one of the key element for having those larger maps with high number of AI agents at the same time. Godot definitely has a really good feature flow right now and even though I'm not directly waiting for some specific engine version since I can already finish the entire game with this current one, there some pretty exciting things to come in 4.4 for example :) But yea I'm extremely happy with the Godot choice and the "development freedom" it gave to this project.

Road to Vostok

No problem Antti, I can imagine that it's a stressful time for you right now. Couldn't you just separate the loot radius so that you only have the smaller one in the shelter and the larger one in the world? Stacked loot is actually more common in the shelter. I've just read through the Godot 4.3 release. I especially noticed “Splitting navigation meshes into chunks” which is of course huge for future map building. Also the other improvements when it comes to navigation seem to be made for Road to Vostok. Some of the other new features will also put Road to Vostok in a new light and make your work easier. I am now absolutely sure that Godot was the right decision for Road to Vostok. The features of Godot and therefore the game can only get better with time.

SavRoyale

A bit late response, but I fully agree with that Vostok topic and that has been the core idea from the beginning. Vostok will eventually have totally different set of nature assets, props and even lighting since I want it to feel much more unsettling than Area 05 maps. This will also include custom audio design etc. Thanks for those 3 points, I will look into these. ps. The increased loot radius thing is already disabled, so no more problems with clustered areas but I have to just figure out some intuitive way to use that extra radius while looting etc.

Road to Vostok

Can't wait to fight the new AI on the updated maps.

Mike D

Very interested to see the difficulty change in the military faction with this new AI overhaul. I hope Radar will show a small glimpse of how dangerous and risky Vostok will be in the future

Infinity

Thanks for the Update :) All the Map Upgrades looking really good. I think Radar and all the other Vostok Maps would benefit from a WTF Moment when you spawn there. They need something Special when you first spawning in. Something that makes you "WOOOOOOW", giving you Goosebombs and pee your Pants at the same time. I really wonder what you have planned for that Maps. Of course not for now but for later on. Also wondering what you have planned for the 3 Main Patches on the Demo. When you talk about it, it doesn't sound like small Patches you do in a Week or so. It sounds more like a Patch a Month for 3 Months or so adding a lot of things to this last Demo. Can't wait what you have in store. Btw: i have 3 things from the last Dev Build i noticed but then forgot to tell you. Maybe you already got rid of it, if not i hope you still have time for that little things. 1.) Placing the MRO Attachment to the Gun Wall the Attachment is facing the wrong direction. (Turned 90 degree). Makes it look like a Ring on the Wall. 2.) Trader is too unsecure at the Village Map. It's more open then in the old Demo. People will complain. Traders should be (more) secured. 3.) When you Enter the Building where the Trader is in, and walk up to the first Dead Bandit on the Floor, there are some wooden pallets on the left and a Wooden Board. From the Front Side you can step over the Wooden Board but not from the Backside. Edit: Hope you thought about the Pick Up Radius in clustered Areas thingy we talked about =)

SavRoyale

The progress, planning ahead and everything you do for your project is very well thought out. I love getting the insight behind the mind of a dev like this. I am looking forward to the demo very much. I’ve been stuck in the last village dev build like crazy. Had to even force myself to stop playing it to provide that sense of “I’m back home” for the new demo.

securityCase


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