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roadtovostok

roadtovostok

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roadtovostok posts

Map Border (Ribbon System)

Hi!

I have been getting a lot of feedback lately related to invisible map borders (the classic invisible walls) which are quite immersion breaking and I fully agree.

As part of implementing these map size variants, I implemented a custom ribbon system which procedurally connects ribbons to certain poles and then provides a visual indication where the map border is.

ps. The Finnish text in the ribbon "Pääsy kielletty" means no entry :)

-Antti (Developer)

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Accordion Tracks

Hi!

All the accordion related files are now ready.

You can listen the tracks by downloading the attachments.

Tracks recorded by Aki Knaappila

-Antti (Developer)

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Dev Build Update (Performance with AI)

Hi!

Here's a little update what I'm currently doing.

Yesterday night I played few rounds with the AI in that expanded Village map and here's few thoughts.

The recent AI system that I have designed (AI overhaul) is implemented around 3-5 active AI agents per map with pathfinding. It's also designed around upcoming AI events and bosses (Q4 this year) which will cause "resource spike" when the AI count suddenly rises, for example "Bandit Van" event can suddenly bring a group of...

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Dev Build Visuals (Nice to know)

Hi!

I forgot to mention that there were changes to the Settings menu and there's now separate quality settings for rendering and lighting.

In order to get the designed visuals I would suggest checking that both those are on Standard mode, especially the Lighting.

-Antti (Developer)

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Dev Build - Performance 1 (No AI)

Download link

https://drive.google.com/file/d/1lVnLdnIVESr6QEiFhPLfDHMlluG7Z0JD/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! View Post

Dev Build (Update)

Hi!

I have now fixed most of the collision issues and I will start uploading the build once I have finished one contractor related meeting first.

The build should be ready for testing within 2-4h.

- Antti (Developer)

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Dev Build (Update)

Hi!

I have now removed all the development tools from the expanded Village map and tomorrow I will have the dev build for you to test the performance.

There might be few placeholders or empty spots still left because some areas have a bit unfinished collision but these won't make any difference for those performance metrics which is the main feedback topic for this build.

Have a great weekend!

-Antti (Developer)

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The Final Instrument (WIP)

Hi!

Here's the final music instrument that is going to be added to the game and upcoming demo: Accordion

The animations and audio is still heavily WIP.

-Antti (Developer)

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Sauna Building (Village Expansion)

Hi!

Here's one more example of the new buildings for these map expansions.

This asset also showcases quite nicely that there's now much more micro and structural details added to the building in overall, compared to previous building assets which were just pretty "primitive" shapes in terms of geometry.

-Antti (Developer

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Dev Update (15/08/2024)

Hi!

Here's a quick dev update.

Yesterday I drove +700km to complete this cool collaboration thing which will be revealed in the next devlog. The purpose of this collaboration is similar like with KAR-21 last year, it's getting unique Finnish gear to the game and this one is going to be quite massive thing in that sense.

When it comes to map expansions, I will have the Highway completed probably today and then I will start removing those dev tools and placeholders for that de...

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Performance Dev Build (Update)

Hi!

Just a quick update related to upcoming dev build.

I'm about 80% done with the Highway expansion, but I'm going to take this weekend off from development and finish the expansion early next week.

After the Highway is ready, I'm going to remove the dev tools from maps (mentioned in the previous post) and probably use the Village map for that performance dev build for you to test. This way I don't have to break the map building process and it's the most convenient way for ...

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Development Update (07/08/2024)

Hi!

I'm going to share this same post here which was on Youtube and add a little more details to some of the topics.

Youtube post

Hi, here's a quick development update.

I'm currently finishing up the second map expansion (Highway) and adding all kinds of new POI's to the maps. In the screenshot you can for example see an abandoned fish market that is inspired by IRL-location near the Highway map area.

2024-08-07 19:09:05 +0000 UTC View Post

Highway Market (WIP)

Hi!

Here's a little WIP preview of that Highway Fish Market that I mentioned earlier.

-Antti (Developer)

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Dev Update (06/08/2024)

Hi!

Here's a quick dev update.

Yesterday I did some polishing related to water system, since I figured out that having solid ice in winter requires some collision tricks to make sure you can walk on top of water elements in winter. This also needed some limitations like you can't switch to winter while you are underwater etc.

Today I started with the Highway expansion and I decided to go with three main expansion areas / POI's:

  • Gas station

  • Fish m...

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Dev Update (31/07/2024)

Hi!

Not really a dev update but just wanted to thank you for supporting this project and me as a developer.

Next month will be one of the biggest months for RtV in terms of new visual content (map expansions) and I'm really looking forward on your feedback about these changes.

I think before the next demo, I should also share you one extra dev build with these new visuals and expanded areas to make sure there's no unexpected performance issues with rendering and terrains....

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Dev Update (30/07/2024)

Hi!

Here's a quick dev update.

This week I have few personal things that make the development a bit fragmented but I will return back to my home office on Friday.

Once I have returned, I will start preparing the Highway expansion and that will include pretty detailed gas station location which will be one of main POI's of that map.

After I have finished the gas station, I will expand the tunnel and there will be few doors that will allow you to access certain servi...

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Environment Tech (Preview)

Hi!

Here's that little environment tech preview that I talked earlier.

List of new features:

  • Updated nature assets (foliage, trees, debris)

  • Upgraded procedural generation (more detail and logic)

  • Upgraded terrain system (improved blending and height support)

  • Water reflections for specific areas (performance is solid)

  • New color grading for each time of day (with editor support)

  • Ice shader for Wi...

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Dev Update (27/07/2024)

Hi!

Just wanted to let you know that I will be sharing tonight few video clips about some tools / tech / visuals that I have been implementing for these map expansions.

My goal with these tools was to help me work faster and blend things more nicely but at the same time it kind of provided an updated new visual look for the game, especially with lighting, shaders and nature assets.

On top of this I will be also sharing plans for the next map expansions since Village map is n...

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Dev Update (25/07/2024)

Hi!

Here's a little dev update.

The Village expansion is almost done, there's now 5 new buildings, more props and few other map specific details.

I have also made multiple other improvements, here's few of those:

  • I tweaked the terrain shader to support more elevated areas for these expansions, like hills and low level shore areas.
  • I swapped some of those new nature assets from my graphics experiments to main build since they were already ava...

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Godot Graphics Experiment

Hi!

Here's a little extra thing.

Today I did some Godot graphics experiments and tested some new nature assets.

Usually once a week I allow myself to fiddle around with some "cool dev stuff" that is not directly related to development progression. This is because it's fun to break routines and get a glimpse of some features that are not yet on the roadmap, like in this case visual upgrades.

I'm still not entirely sure if I want to raise the graphics bar at this point,...

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Village Expansion: New Buildings (Part 2)

Hi!

The map expansions are once again progressing nice and I'm almost done with new Village buildings.

Here's once of the new building and with these expansions I have started to approach the building modeling a bit differently in overall.

These new buildings are structurally much more accurate, they include insulation and layers that allow me to modify them like open the roof and add all kinds nice details that were not possible previously.

With these new modeling met...

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AKM

Hi!

Here's a small video clip from the AKM that was added to the weapon arsenal a while ago.

-Antti (Developer)

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Shipyard Factory (Concept Update)

Hi!

Here's pretty much finished plan for the Shipyard Factory which will be one of the main expansion targets for that map.

This complex is absolutely massive and you can probably see the scale when you zoom at the human-size figures at the top of the factory building.

The 3D-concept was made by RE3MR based on IRL reference photos.

-Antti (Developer)

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Village Expansions: New Buildings

Hi!

The map expansions are progressing nicely, here's for example one of the new Village buildings / apartments which is kind of iconic old house shape in Finnish towns.

-Antti (Developer)

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Public Demo 2 v2 (Plan)

Hi!

Here's an updated development plan for the next demo.

This upcoming next demo called Public Demo 2 v2 was originally designed to have the following main features:

  • New weapons / attachments (Done)

  • Starting kits (Done)

  • Task system (Done)

  • Crafting system (Done)

  • Armor system (Done)

  • Dynamic ambient (Done)

  • AI overhaul (Done)

  • Map expansions (~25% Done)

<...

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Dev Update (17/07/2024)

Hi!

Here's a quick dev update.

Tomorrow I will share you the game plan related to the next / last public demo and how I'm going to approach these recent map expansion in general.

While working on these expansions, I have also implemented few new audio improvements:

  • Footstep SFX volumes are now linked to the actual movement speed, less volume while crouching, more volume when running etc.

  • Movement sounds now include dedicated equipment sounds, for...

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Shipyard POI: Factory (WIP Concept)

Hi!

I saw few comments a while ago asking about the Shipyard's factory complex whether it's part of these map expansions.

The answer to this is yes and here's one of the exterior concept about the complex.

This building will be one of the largest POI's in Area 05 and it will be completed in multiple phases towards the early access version. These upcoming map expansions will introduce the factory exterior / yard area and few main interior parts as well, rest will come later o...

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Village POI: Cellar

Hi!

Here's also one of the new POI's for Village expansion.

With this cellar, I also now implemented the ability to use basements which go under the terrain.

-Antti (Developer)

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Village POI: Barn

Hi!

Just to let you know, I started the Public Demo 2 v2 map expansions / map details today.

I'm currently working with few different maps at the same time and here's for example one of the new POI's for the Village map called Barn.

-Antti (Developer)

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AI Overhaul (Nice to know)

Hi!

Here's few things that I forgot to mention.

1. The AI spawner received an update as well, so there's a random "pool limit" for respawning. This basically means that AI spawner will stop after certain number of killed AI's (around 10) and this basically "awards" the player to loot freely in that current map.

2. AI headlamps are tied to night time runs, since in the future there will be dynamic game time which will change the AI gear depending the current time of day.

...

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