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roadtovostok
roadtovostok

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Public Demo 1 v3 Checklist

Hi!

I made a small checklist of features and bugs which are my main focus for these upcoming weeks and end of this porting journey.

Once this checklist is completed I will consider the project of being 100% ported and I will replace the current Unity demo on Steam with this Godot one.

Features

- Intro area
- Main menu (ADDED)
- Character stats (ADDED)
- HUD elements (ADDED)
- Player death (ADDED)
- AI death animations
- Player respawn (ADDED)
- Save system for settings (ADDED)
- Weapon stats (ADDED)
- Ammo system
- Loot spawning (ADDED)
- Muzzle flash VFX (ADDED)
- More props / equipment (ADDED)
- Container loot indicator (ADDED)
- Northern lights (ADDED)
- KAR-21 Barrel Mod (ADDED)
- Body & Arm stamina (ADDED)
- Medical system (ADDED)
- Vital & Medical tooltips (ADDED)

Bugs

- Missing firemode key from keybindings (FIXED)
- AI footstep hearing distance (FIXED)
- AI won't react to nearby firing unless hit (FIXED)
- AI Hunt behavior is not working
- AI Evade behavior is not working
- Mosin PU scope rendering order (FIXED)
- Flashlight bug with AKS-74U mount (FIXED)
- RK-95 arms models with high FOV (FIXED)
- ESC key doesn't close UI windows (FIXED)
- Blizzard weather effect more "violent" (FIXED)
- Storm weather effect more "violent" (FIXED)
- NVG makes glowing artifacts for certain reticles (FIXED)
- Weapon collision did not work with doors (FIXED)
- Scope FOV stays zoomed while reloading (FIXED)
- Leaning allows you to see through walls (FIXED)
- NVG summer dark and back to normal bug (FIXED)
- UI windows freezes player gravity (FIXED)
- Mosin bullet insert only available after the magazine is empty (FIXED)
- Tree LOD pixel dithering (FIXED)

I will start working on this checklist tonight and you can follow the progression by checking at this post, since I will be updating this list with (FIXED) and (ADDED) markings.

- Antti (Developer)

Comments

Wait....players could die??? I don't know about that. Just kidding. Love that this is going so well.

BluFalconActual

A better approach indeed.

Rottmeister

I think that goes a bit too far from the target experience and bullets usually don't cause damage like that. In overall features like that would add unnecessary complexity to the AI models and I think good blood VFX thing would be enough for that gore element in this game.

Road to Vostok

Will eventually there be a body dismemberment or such ? It would add a lot of realism :)

Rottmeister

Yep the port will be finished this month and I will update that Steam demo.

Road to Vostok

Is it likely that Steam will be updated within this month? I'm always amazed at Antti's speed of migration :) If the migration is completed and Steam is updated, I would like to stream the updated RTV on Youtube Live :) Thank you for your hard work on the GODOT migration work. -Pravda VTuber-

VTuber イヴァン・プラウダ

I wouldn't worry about the controversity of the feature. Instead I would focus on the complexity as you mention. The ragdoll mechanic is not something games do right, so seeing that would be impressive in my opinion.

Dimitris Kalyvas

Really cool to hear, thank you for sharing! I like that more grounded approach to things, I think it's important to really sell the atmosphere and severity of the situation.

Fonzi

One thing that I'm going to implement after this initial Godot demo is directional death animations with some level of ragdolls. I really want to implement a system where the AI doesn't just fall totally limb when dying. These directional death anims. (with different hit types and randomization) combined with ragdoll effects would provide that IRL "suffering" and more jarring experience, so I want to test something like that combined with blood decals etc. Basically I want to see a bit more realistic shooting experience than just basic ragdolls. But this first Godot demo will have some sort of placeholder death animation thing. If this "suffering approach" turns out to be too difficult or let's just say "controversial" then we go just with the ragdolls, but nevertheless I think that system is atleast worth testing and getting feedback since I have seen pretty impressive and realistic results when those animations work nicely with the shooting. Edit: This technique is called active ragdolls so basically blend method between animations and ragdolls.

Road to Vostok

Do you think you're going to be able to implement AI ragdolls for Public Demo 1 v3 or is that gonna take some dedicated work after porting?

Fonzi


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