Dev Build - Performance 2 (AI)
Added 2024-08-22 20:40:27 +0000 UTCDownload link
https://drive.google.com/file/d/1klU7vkNum0Y7ZqE2tYRSgrNitFA1zYi4/view?usp=sharing
How to play?
Download the entire .zip folder, not individual files.
Once downloaded, extract zip file.
Run development build through .exe file.
IMPORTANT!
1. Development builds usually contain new features that might not be compatible with existing save files. Starting a new game will make sure that everything works correctly.
2. Development builds uses same save file hierarchy as Public Demos, these builds will override existing save files.
3. Development builds are not optimized as Public Demos, rendering performance may be worse and there might be minor stutters.
General info
1. Development builds are not designed for public, do not share files or download links.
2. You can record and publish content (images/videos) from these development builds.
3. Feel free to leave comments and feedback in this post.
What's added / fixed?
[Added] Updated map layout with active AI
[Added] New building
[Added] Accordion (Tester starting kit)
[Added] Procedural ribbon system (border)
[Modified] Indoor lighting and occlusion
[Fixed] Skybox corruption (lighting went black)
[Fixed] Cellar stairs collision
[Fixed] Sauna building collision (Corpse)
[Fixed] Village theatre step collision height
Known issues
Sea / water sounds remains with winter / ice
AI can sometimes try hide to Village barn (totally open area) which makes them look dumb. This is already fixed but is still present in this dev build.
Nice to know
This map layout and size should be quite balanced in terms of AI activity, pathfinding performance and visual details for the upcoming demo.
Since this map upgrade basically doubled the number of buildings, this also means that the overhauled AI system can now utilize all those buildings, meaning there's generally less wandering and roaming in the open areas.
Feedback topics
General performance with the expanded map + AI?
General opinions about the AI behavior with this map layout?
General opinions in terms of map layout, details and visuals?
Any bugs or issues?
- Antti (Developer)
Comments
Hi there, just joined up. Is this the newest patreon build? Too impatient to wait a weekfor new AI
Mike D
2024-09-20 10:35:04 +0000 UTCJust wondering if anyone knows a way to save the files from the public demo before overwriting them with the Patreon dev build? I do have the privilege of installing it on a dual boot drive if I have to, I am still curious though..
Dive 2 Drive
2024-09-15 23:35:46 +0000 UTCI know. What I mean is that "Tasks" and "Supply" switches the trader mode/UI. And if there is an item selected to trade and I click supply then it will be removed from my inventory. Instead nothing should happen, because I am already in the supply tab.
Orbbbb
2024-08-26 20:48:35 +0000 UTCYea this preview didn't include any large nature assets like trees, rocks and a lot of semi-large props was missing.
Road to Vostok
2024-08-25 23:46:50 +0000 UTCI love the bigger maps on these. The only feedback I have is it feels very open, like I can see more than half the map from any spot. I know you've mentioned you're at the limit of shrubs and stuff, so maybe trading some of the tall trees for bushes or other low plants to block sightlines would help. Even tall fences would help
Orion
2024-08-25 20:53:18 +0000 UTCNot a game breaking issue but I found some floating rocks in between the hill with the 3 blue tents and the bleachers
Infinity
2024-08-25 02:56:07 +0000 UTCNew bug found today with the cooking set up or mess kit. I got my cooking set up and the plan was to make two pea soups with the two mess kits I had. Made one and went back to make another and, when I did, I accidentally backed out of the crafting tab. As soon as I clicked combine and craft it made a soup but, it did not use either the pea soup or the mess kit but still gave me a cooked pea soup. Even after I ate the duplicated pea soup it still broke down to being just a mess kit, I was able to keep and cook with again. You can see it on today's stream titled "RTV-VILLAGE EXPANSION (WITH AI). MORE TESTING MORE AI SLAUGHTERING". Scrub to 4:06:00 and you will see it happen. I even had to go back and double check myself after I finished because I was doubting myself after it happened that maybe I did have a third mess kit but did not remember.
securityCase
2024-08-23 23:33:09 +0000 UTCJust tested the Trader and it worked perfectly fine. Trading in Road to Vostok is Item to Item trading. So if you add a lot of your Items but no Items from the Trader and just click on supply the Items are gone. You have to also take Items from the Trader till the red/green bar is almost in the middle, slightly in the Green. There is no Money in Road to Vostok, so you have to think about what Items you need from the Trader and what you want to give him for that Items.
SavRoyale
2024-08-23 12:21:54 +0000 UTCi can fully understand you with this Topic of working in Phases. One more thing i forgot, the Accordion 3D Model if you put it on the floor looks a little bit small to me. Has the same size as a Medkit.
SavRoyale
2024-08-23 10:25:03 +0000 UTCThanks for the positive message and I do agree with you on this "i get out of the Shelter i've seen the whole map" topic and I would be nice to have that feeling of exploration on these demos as well, but I just need to develop things in phases as a solo dev to make sure the project keeps on going moving forward logically. Haha, yea the "AI stacking" issue is pretty easy to fix since they just need data which spot is occupied and have them collider with each others ragdolls :)
Road to Vostok
2024-08-23 09:47:34 +0000 UTChi, thanks for taking your time for this pretty long answer. The new addidtions to the Map do indeed looking really good. I like the new Buildings, especially the Multi-Story Building and the Game looks better overall. You did a really good Job there. I think what bothers me with this Village Map is that all the POI's are just on that one Road. There are no side Roads that lead to another Building, i almost have the feeling that once i get out of the Shelter i've seen the whole Map. But .... i played another Round today and i think it's ok for this Demo. The AI fights are feeling great and i'm pretty sure you will be able to give us more to explore once the development is further. It doesn't matter if depth or width. Both helps a lot. Locked of Areas will also help. Randomness too. I agree that 30 Maps is a lot and that you can't build them per Hand. What you've done until now, almost alone, is unbelievable from a Players perspektive. I'm hyped to see the other Maps. Keep up the great work. I fully trust you when it comes to the final game Design. I'm just giving Feedback based on my personal perspective. I have already spent a lot of time in the Game, most of them in Dev Builds so maybe the Village Map is just the most seen for me and i already played it to death. PS: i've killed an AI at an Window today and a few moments later another AI was taking cover at the same Window. Killed the second AI too and once i was about going to Loot them i saw that they had no collision to each other making them look one thicc Person with 2 Heads, 4 Arms and 4 Feet. :D
SavRoyale
2024-08-23 09:37:19 +0000 UTCThe AI are just really fun to fight, and I think the village looks great. The AI seems to be really taking advantage of all the space to move around. One guy ran through three houses trying to get away, I followed all the open doors down the street. It's crazy how much harder it is to fight AI that run and hide as often as they shoot back, especially when they end up running to houses with other AI in them. I feel like I have to match their enthusiasm and end up sprinting around just as much trying to outflank them, which makes every fight feel dynamic and dangerous. As for performance, I had mostly steady framerates around 100fps outside. I can sometimes detect the tiniest hitches, it seems random. There was one massive hitch the first time I ran the game, after being outside for about 30 seconds as I was crossing the little bridge. It's never happened like that again. i9-10900k @ 3.7GHz, 32GB RAM, RTX 3060
t3hsquirr3l
2024-08-23 05:48:36 +0000 UTCI encountered one of the AI running back and forth in the middle of the road probably got confused when i took cover, I can't replicate this after trying to lure another one probably a rare case.
red lledo
2024-08-23 03:59:55 +0000 UTCDev please we need the option to change the game's resolution.
Jams3223
2024-08-22 23:29:47 +0000 UTCExtra mention: I haven't cover this topic yet, but automation and custom tools are going to play a really big part of this entire production, since the original vision includes 10x Area 05 maps, 10x Vostok maps and ~10 crossing points. That's a massive number of maps for any studio and especially for a solodev. The key point here is that this current map layout that you tested is mostly designed around these automation tools that I have designed for project, for example custom terrain shader and automated texturing (with winter system), procedural nature spawner, debris scatter tools and endless amount of small utility tools to help me make these maps really efficiently. The downside of heavily focusing on "tool-based" map making is that some part of them are going to look a bit unnatural since code does them instead of paid environment artist. This being said, I'm quite confident of my tool building skills and I know from my previous game dev career how much those tools can still be improved, so I kind of tend to avoid doing manual really time consuming tasks with the maps, since I know that I can automate most those task in the future (for example manually modeling curved roads etc). And one last note, even though this comment was about automation and tools, I still think that nothing beats the skilled dedicated artist who's entire focus is based on making realistic maps. I just don't have the privilege to hire that skillset (yet) or put myself into that position since my development time is needed on so many other tasks as well. In general, I'm still quite happy how the game looks now with these current tools and I know how much better they are going to look over time. Hopefully this brought a bit more detail about the map building process :)
Road to Vostok
2024-08-22 21:58:58 +0000 UTCI really like the new 2 floor building. I enjoy clearing all the rooms and having to be extra cautious when going up the stairs. The performance was good. No lag spikes or stutters. I only encountered 2 issues, and they are ones that I have previously had. 1. When I go into swim mode in water, I can go on land with it on and still be "swimming" on land. (swim animation and sound effects on land) 2. When an enemy is set to the ambush behavior, the enemy is completely locked into that animation no matter how much sound you make from behind them. Had this happen with one AI I saw through a window, and I was no more than 10 feet away from him jumping up and down. He did not seem to care lol. Other than that, this new map build is extremely fun, and I will definitely be putting a lot more hours into it. This dev build has got me extremely excited for the new demo (especially shipyard) :)
Infinity
2024-08-22 21:50:09 +0000 UTCThanks for the feedback and great to hear the performance was great since the AI has a lot more calculations with the new map (more buildings, almost double nature elements, colliders etc). It was quite a challenging task to increase the number of nature assets, visual upgrades, building updates and still keep the AI performance quite solid but I'm quite happy with the balance that there's currently is. When it comes to the map layout topic, it's definitely a compromise with current terrain tools, AI, visual quality and most importantly what is the most safe-bet to upgrade these maps without creating bunch of new issues towards the next demo (like the pathfinding thing), so I won't screw up that September release month. I still think the layout is now much better than the previous demo and it looks quite good with the new post processing and lighting changes. I do agree that the straight flat roads are one of the main issues currently and it's mostly linked to current terrain tools that I'm using since I don't have a separate road system yet (path / curve based tools) available. Then when it comes modifying the maps, that is now super fast since I updated that nature spawner thing and I have bunch of tools to iterate with them really quickly. One more thing to add, I don't know if it's me being too accustomed to these kind of relatively compact maps, but I actually think I would still try to first add more "depth" than width when it comes future expanding these. For example adding, the basement and attic floors to these current buildings (they have those in IRL references) would basically almost double the building floor space and then focusing on putting more custom-made furniture and detail assets would add a lot more immersion than just putting more width to the terrain and adding more POI's. Of course it would be ideal to have them both, but I would approach this topic "depth first" than width mentality if this makes sense. This way it's also much more wise to observe how it affects the performance iteration over time, compared to putting all the efforts of making a huge map and then found yourself surrounded with all kinds of unexpected performance issues, because that happens always with every game and engine :) Thanks for the feedback, interesting to hear your thoughts on those other maps as well.
Road to Vostok
2024-08-22 21:39:16 +0000 UTCI Had a little Shooting with an AI that stayed in a House (the House with the Exit in the First Floor and the Exit in the second Floor) and i was outside. I flanked him a little and he walked Out of the House (upper Exit) Just wandering around and was Not interested in me anymore. He walked in normal Speed Just 10m before me, looking in a complete other direction and i Just shoot him in the Back. The Rest of the Session the AI worked normal to me. When sprinting around i Had two Times a little stutter. Maybe AI spawn in or something. Beside that the Game Runs smooth with 220-260fps in ryzen 7 7700+ and 7900xt.
Patrick W.
2024-08-22 21:37:12 +0000 UTCPerformance is great as always. Found one bug at the treader: if I add items to trade, then click supply, the items are gone. Or did I miss a mechanic (which I then dont understand). AI feels good as always.
Orbbbb
2024-08-22 21:30:32 +0000 UTCYea, I actually have some hard / crunchy ice sounds already recorded just need to implement that at some point.
Road to Vostok
2024-08-22 21:23:52 +0000 UTCPerformance is way better with this Build, had constantly over 100 FPS. AI behavior was pretty normal for me, no major issues, they are scary as always. I don't really like the new Map Layout. It's just to straight forward like before the rebuild. I understand thats a sacrifice for Performance with AI Pathfinding and i hope you can solve that issue before Early Access. It looks a little bit unnatural to just have these straight Roads with 3 Exits at the End. Or in short .... it's way too cubic / direct / small. But as always i trust you with this topic, hopefully rebuildung the Map again after fixing the Pathfinding isn't to cumbersome.
SavRoyale
2024-08-22 21:19:30 +0000 UTCI was wondering if you could add a custom sound for walking on the ice, with the occasional spooky sound of a fracture (not a total break) happening. (Sounds kind of like Star Wars laser blasts, if I remember correctly.) https://www.youtube.com/watch?v=Wh4Z3LzMx38
TacShooter
2024-08-22 21:04:59 +0000 UTC