Hi!
Just a quick dev update.
I'm currently editing the next devlog episode about these new features and that should hopefully be ready end of this week.
The crafting system is now also completed, I have made few new recipe related items and bunch of bug testing to make sure all the core elements are working.
Once the devlog is released, I will start preparing that next Patreon dev build which will include:
- Armor System
- Starting Kits
- Ammo Types
- Craft...
2024-05-27 14:29:10 +0000 UTC
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Hi!
I have been working on for multiple crafting recipes and did few tweaks to the crafting UI.
Once I started adding bunch of recipes to the list, they consumed huge number of panel space rather quickly, so I designed a UI collapse / expand feature (can be added to tasks also if needed).
In the video, you can see how the crafting recipes are now collapsed in the beginning and you expand the details from specific recipes.
I'm pretty happy now with this crafting UI and ...
2024-05-24 01:11:33 +0000 UTC
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Hi!
Here's one of the first crafting recipes available called Improvised Cooking Station.
Items required:
Hotplate
Battery
Battery Cables
This cooking station can be used for those cooking crafts that require heat / fire source in your vicinity.
-Antti (Developer)
2024-05-23 23:32:51 +0000 UTC
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Hi!
Here's two new weapons to game MP5K and MP5SD.
I pulled out these models from the Unity build and BarryBogs added the animations to them.
I will post tonight more crafting system related stuff.
-Antti (Developer)
2024-05-23 13:34:17 +0000 UTC
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Hi!
Here's the first look at the crafting UI and some main explanations of how this system is going to work:
- Crafting UI is available when you open the Interface and you are not interacting with containers or traders.
- Crafting recipes are categorized by type like medical, electronics etc.
- On the crafting panel, when you press individual "type buttons" those will open a list of crafting recipes that are categorized to that specific type.
2024-05-23 00:00:55 +0000 UTC
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Hi!
Just a quick dev update.
The crafting UI is now done and the crafting recipe code implementation is also mostly ready.
It's pretty obvious that I'm going to need bunch of new crafting related items to the game in order to fully utilize this system, but the crafting can still be tested with placeholder recipes when it comes to upcoming dev build.
Related to this "items needed" issue, I will start the Loot Challenge 2.0 early next month, so I can get at least 10-20 n...
2024-05-22 00:14:35 +0000 UTC
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Hi!
Here's a work-in-progress look at the second trader called Doctor.
Claudia is once again working on these characters and so far it's progressing really well in its sculpting phase.
-Antti (Developer)
2024-05-20 18:53:50 +0000 UTC
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Hi!
In addition to the last post (Terrain Shader 2.0), I decided to quickly showcase some upcoming visual upgrades.
This graphical feature is related to PBR-rendering, but I have "development rule" that I can't utilize that workflow yet in order simplify the graphical style and development.
However there are still some "fast-to-implement" PBR elements (masks) that I can could potentially allow myself to use and those are mostly related to this terrain shader improvement.
...
2024-05-20 18:26:16 +0000 UTC
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Hi!
Yesterday I worked on some terrain shader improvements, basically I needed a little break from coding and do something visual.
The goal was to add more variation, better texture blending, road overlays and some micro detail textures like leaves, needles and so on.
Here's some before and after examples.
Before
↓
After
↓
2024-05-20 17:37:03 +0000 UTC
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Hi!
All the current weapons are now covered in terms of caliber-based ammo.
Tomorrow I start making making some preparations for next week crafting system.
-Antti (Developer)
2024-05-19 00:33:31 +0000 UTC
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Hi!
Here's the last missing ammo type which was for the Makarov.
-Antti (Developer)
2024-05-19 00:19:20 +0000 UTC
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Hi!
Here's the new ammunition for the MP7.
ps. There's one more ammunition left (Makarov) and then the entire caliber-based ammo is done for the current weapons.
2024-05-18 19:03:43 +0000 UTC
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Hi!
Here's one of the new subsonic ammunition for the VSS.
-Antti (Developer)
2024-05-18 14:24:06 +0000 UTC
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Hi!
Just a quick dev update.
Today I spent most of the time fixing some ammo system related bugs when it comes to these new ammo types and those are now fixed.
I have only 3 more ammo types left and then all the current weapons in the game are covered in terms of caliber based ammo.
This basically means that I can finish this feature this weekend easily and then I will start working on that crafting system.
I do have some game industry events and devlog editing t...
2024-05-17 22:39:35 +0000 UTC
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Hi!
Here's one of the new ammunitions for AKS-47U and AK-12 calibers.
-Antti (Developer)
2024-05-17 19:02:50 +0000 UTC
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Hi!
I was invited to Finnish Game Awards 2024 (visited there today) and Road to Vostok won the category Best Creative Achievement of the Year 2023.
One reason why this award was given was also related to that successful engine port in the middle of the production.
Thank you for supporting this project and especially for supporting me during that engine port which was indeed quite a bold but necessary move last year.
Tomorrow I will continue with the ammo types :)
2024-05-16 20:07:52 +0000 UTC
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Hi!
Here's the last one of today's new ammunitions.
-Antti (Developer)
2024-05-16 01:37:54 +0000 UTC
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Hi!
Here's the second new ammo today for Mosin and SVD weapon types.
-Antti (Developer)
2024-05-15 19:34:47 +0000 UTC
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Hi!
The goal today is to add 3-4 new ammo types and here's the first one: .45 ACP.
Antti (Developer)
2024-05-15 14:13:15 +0000 UTC
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Hi!
Caliber based ammunition is progressing faster than expected, the code implementation is already ready and I have now started to modelling / texturing the individual ammo boxes.
Related to these ammo boxes, I try to design them in a way that they are visually easy to recognize.
Here's also an example of the UI ammo icons:
2024-05-14 23:15:41 +0000 UTC
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Hi!
Like expected this starting kits feature was one day job and now there's a possibility select from multiple different kits when you start a new game.
The items in these are still placeholder but the feature is now fully implement and modular development wise.
Tomorrow I will start with the caliber based ammo.
Antti (Developer)
2024-05-13 23:46:30 +0000 UTC
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Hi!
Here's a quick dev update and some recent plans.
Originally I planned to start the AI overhaul after this armor system but I decided to continue with this "one feature per week" flow since that has been going quite smoothly.
Here's the main elements that need to happen before the Public Demo 2 v2:
- Task system (DONE)
- Armor system (DONE)
- Crafting system
- Caliber based ammo
- Starting kits (DONE)
2024-05-13 12:49:30 +0000 UTC
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Hi!
This first iteration of the Armor System is now completed and I made a small chart to highlight how the system works.
Here's the main elements:
Game has now armor protection and weapon penetration levels from 1-5.
These levels are designed around the IRL NIJ classification.
Available NIJ classes are: II, IIIA, III, III+, and IV.
All armor plates are either Rare (II, IIIA, III, III+) or Legendary (IV) in terms of loot r...
2024-05-12 14:14:01 +0000 UTC
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Hi!
Here's another of those new helmets which is based on Finnish ballistic police helmet.
I'm pretty sure I can finish this armor system by tomorrow, I will share more development plans once this is fully done.
-Antti (Developer)
2024-05-11 18:36:32 +0000 UTC
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Hi!
I have been implementing those helmets for the past few days and here's one of the low-tier helmets from WW2.
I want to implement some of these old helmets as well since location-wise they fit the game idea and there has to be bad gear to make the good gear feel exciting looting wise.
-Antti (Developer)
2024-05-10 21:34:46 +0000 UTC
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Hi!
Here's a small update to the armor system.
I have now added all the NIJ plate models to the game and linked those to the loot simulations.
Today I also made separate impact audios for plates, meaning there's a slight audio variation if you get a hit in your plates and there's SFX for that plate break event.
On top of this, you may have noticed that there have been few fabrics already in the game and these material types are kind of linked to this armor system as we...
2024-05-08 00:28:07 +0000 UTC
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Hi!
Since the Public Demo 2 hassle is now mostly behind, I'm going to start activating some new contractor work once again.
Here's what has been currently signed:
The new tasks system will be activated for the Doctor and like the name implies this character will be specialized in medical supplies / tasks.
AI...
2024-05-07 19:16:17 +0000 UTC
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Hi!
I saw few comments related to the armor system and decided to clarify some elements.
The last post where I mention how the armor system works was about how it's progressing since I like to share work-in-progress mechanics here, but I maybe wasn't that clear that the system is not ready yet, so I just listed some of the implement features so far.
This whole week is planned for the armor system, so there's a lot more features coming to that, so I should have probably menti...
2024-05-07 15:08:32 +0000 UTC
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Hi!
Here's a small preview clip about the armor system.
Here's what has been implement so far:
There's 3 different armor plates and ratings (NIJ II, NIJ III, NIJ IV)
NIJ II plates can take 4 pistol / shotgun / SMG rounds (if plate gets hit)
NIJ III plates can take 4 rifle caliber rounds (if plate gets hit)
NIJ IV plates can take 4 armor piercing / high caliber rounds (if plate gets hit)
Each hit will reduce ...
2024-05-07 00:13:29 +0000 UTC
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Hi!
This week the development goal is the armor system and here's the first armor related item.
These armor plates can be "loaded" into certain rigs and they give protection against weapon damage. Once the plates get hit, they lose condition and eventually when the condition goes to zero, plate gets destroyed.
Antti (Developer)
2024-05-06 01:27:51 +0000 UTC
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