Hi!
Just a quick trading update.
I just implemented the UI-elements for the initial trading UI.
The main trading elements are:
1. Trader Grid (Supply)
2. Requested Grid
3. Offered Grid
4. Deal Meter / Buttons
Tomorrow I will start adding functionalities to these UI-elements.
- Antti (Developer)
2023-07-24 23:29:49 +0000 UTC
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Hi!
About six months ago I started a thing called the Loot Challenge. The purpose of this challenge was to make 100 custom items for the upcoming Public Demo 2.
This challenge has now been successfully completed and here's a picture of ~100 items.
There's still few items left that I want to add (drinks/clothes) but I will mostly focus on the remaining systems from this point forward.
For everyone who followed this challenge, thanks for supporting and c...
2023-07-24 17:03:53 +0000 UTC
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Hi!
Here's a quick development update.
Today I finished some of those new consumables and starting tomorrow (next week) I will implement the first iteration of the trading system.
This upcoming trading system will be inspired by a game called UnderRail which is an old school turnbased RPG and it has a really nice and simple bartering system that I like.
This UnderRail trading mechanic is based on easy to understand refuse & accept meter which is mostly linked to th...
2023-07-23 23:26:06 +0000 UTC
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Hi!
Here's a quick development update
Clothing Items
The first set (1/2) of game-ready clothing items for Public Demo 2 is now done. I actually had to rewrite some code to support those dynamic arm textures (there was a small bug), but that's now fixed and every clothing item you see in the images is fully lootable and torso / hands slots support those dynamic textures.
Medical Items
Today I added 3 new medical items, these were:...
2023-07-21 01:54:04 +0000 UTC
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Hi!
Here's a quick development update.
Today, I added the following clothing items to the game:
- Jeans_Blue
- Jeans_Black
- Hoodie_Grey
- Hoodie_Black
- Hoodie_Developer (special one)
I still need to tweak few character preview things, but other than that I'm ready to start adding those new medical items and consumables (drinks) tomorrow.
There has also been contractor work happening and in the screenshots is the largest barge asset being worked on for ...
2023-07-19 23:29:52 +0000 UTC
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Hi!
The last few days have been really productive in terms of development. Here's a quick recap of what has been happening.
Clothing Items
I added 9 game-ready clothing items to the game, some of these were already partially modeled by me, so I finished them and added custom sleeves for the new dynamic arm textures.
The new game-ready clothing items were:
- Leather Gloves
- Tactical Fleece (Green, Brown, Black)
- Windbreaker (Green, Brown, Bl...
2023-07-18 20:35:28 +0000 UTC
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Hi!
The first goal of the content week is now achieved.
Now when you switch your character clothing the FPS-arms updates automatically and changes textures based on your equipment slots.
I also made new leather gloves today and tomorrow I will start adding other new clothing items to the game.
- Antti (Developer)
2023-07-17 19:34:56 +0000 UTC
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Bullet SFX is a game-changer in terms of audio immersion.
This feature includes more than 120 custom sound effects, supersonic/subsonic details, hit surface detection and the end result is a realistic experience when you shoot or the AI shoots at you.
This feature will be available in Public Demo 2, in the next development build and I will also showcase this in an upcoming devlog.
Made by Aki Knaappila (Contractor)
2023-07-16 20:10:14 +0000 UTC
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Hi!
Just to update you, I'm planning to start that "content mega week" tomorrow.
The purpose of this week is to add as much content (items/equipment) to the game as possible within one week. Basically if this week goes as planned it would mean that I wouldn't need to add any more items to the game before Public Demo 2, so I could purely focus on the remaining major tasks like initial trading system and maps.
Here's the individual goals for the upcoming week
1. Loot chal...
2023-07-16 11:21:00 +0000 UTC
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Hi!
Here's some improved model renders from the Shipyard Factory.
In Public Demo 2, this massive factory will be just a landmark asset but the phase after Public Demo 2 will introduce the actual map expansions and this factory which is going to be fully enterable.
- Antti (Developer)
2023-07-15 14:58:49 +0000 UTC
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Hi!
Here's a quick development.
AI Voices
I did some preparations for the AI voice acting and I went through multiple options on how to hire voice talents for this project. The key element related to this topic is to figure out beforehand efficient recording methods like utilizing one voice actor for multiple purposes etc.
I need to be quite picky with this voice acting since it's immersion breaking if the sounds are too comical or "out of touch". I did...
2023-07-13 21:29:47 +0000 UTC
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Hi!
I'm now almost ready with the AI sensor optimization. This optimized sensor is now based on scan cycles (previous was calculated every frame) and it has four main sensor features:
1. Field of View (Angle + Radius)
2. Hearing (Radius)
3. Cover Detection (Radius)
4. Threat Direction (Vector)
In this small work-in-progress clip, you see the AI sensor trying to move either towards the threat or away from threat using covers. If the AI sensor detects available cov...
2023-07-11 01:41:19 +0000 UTC
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Hi!
Here's a quick development update.
I really enjoyed this first AI update week (1/2) and there's still this development flowstate when i comes to AI related problems.
Because of this, I decided that I will utilize this momentum and I will continue working on the AI probably for the next 2-4 days.
This means that I will transfer the "content mega week" to week after this and then I will finish that loot challenge + add as many other loot related elements to the game...
2023-07-09 19:45:44 +0000 UTC
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Hi!
I'm almost ready with the first AI update week and it was really fun to design these AI features without any reference materials or tutorials.
I designed multiple behaviors and movement patterns that could be used in wide range of shooter games and I tried to implement them in a way that they are performant and easy to debug.
I will be explaining these behaviours in detail in the next devlog. I try provide good visualisations and step-by-step explanations how I think I ...
2023-07-08 11:12:51 +0000 UTC
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Hi!
I thought I write a little update on what's happening in the contractor world of Road to Vostok.
Since I'm quite busy with the AI updates and upcoming other core features like Trading System, I have tried to apply certain level of outsourcing related to Public Demo 2.
Here's the current contractor setup:
Bandit Character
Along with the AI updates, I'm planning to introduce the first custom character model in the next devlog. This charact...
2023-07-07 21:48:06 +0000 UTC
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Hi!
The AI update week (1/2) is progressing well and I had time to test some other elements as well.
Here's a small preview of pistol animation test that we did with the contractor.
Let me know what you think?
- Antti (Developer)
2023-07-07 14:17:30 +0000 UTC
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Hi!
Just a quick situation update related to first AI update week (1/2).
I decided to scrap the whole AI system that I had before, I quickly found out that it's more straightforward to build the whole system from scratch than just trying to bandage multiple existing issues with the previous system.
Here's what I have implement so far:
- New debug tools for AI sensor
- New debug tools for AI weapon offsets
- Modular AI classes for different weapons (pistols, rifle...
2023-07-05 17:52:29 +0000 UTC
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Here's a new development build for you to test.
1. When testing this dev build, start a new game in order to reset the save system.
2. When you're downloading dev builds, always download the whole file structure. Do not move or download individual files or folders.
3. You can share, record and publish content from this dev build, but do not share files or download links outside from Patreon.
Feedback:
2023-07-04 20:14:02 +0000 UTC
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Hi!
Just a quick update.
I still need to make some Area 05 / Border Zone IRL video clips for the upcoming Lore #1 video, so I will be sharing that ammo system dev build tomorrow night.
I will also start the first AI Update week tonight and start by updating all the key animations for the AI. These animations are designed to be pretty universal / modular so they will support multiple different weapons and AI behaviors like mentioned earlier.
I will let you know tomor...
2023-07-03 15:57:51 +0000 UTC
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Hi!
Last post I mentioned that I would share today some video clips about the new ammo system.
Instead of just sharing those video clips, I decided that I will make a small extra dev build from this ammo system, so you can test it yourself.
Last dev build (save system) and the feedback / bug gathering from it was really helpful for me, so I would be more than happy to receive feedback from this system as well before Public Demo 2.
I just arrived at the IRL Area-05 ...
2023-06-30 17:30:03 +0000 UTC
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Hi!
Here's a little update related to the ammo system and how it's progressing.
I have currently implemented the following things:
- Weapon UI update (ammo slot / compatible indicator / count)
- Weapon System update (linked to the new ammo system)
- Save System update (linked to the new ammo system)
- Ammo Stacking (auto-option / manual)
- Ammo Splitting (custom value slider)
- Ammo Drop Options (drop / drop all)
Some of these features have required pret...
2023-06-29 10:12:14 +0000 UTC
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Hi!
Here's one the new vehicle assets for the game. This one is one of the Nordic favorites with some minor visual changes.
There will be one more custom vehicle before Public Demo 2.
Made by sMoKi
https://artstation.com/vsevolod_smoki
- Antti (Developer)
2023-06-27 19:09:55 +0000 UTC
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Hi!
Here's the first update related to ammo system progress.
I have implement item stacking to the game and currently it's activated only for ammunition items. This means that when you pickup ammo boxes they will automatically stack in your inventory.
After stacking was done, I updated the weapon UI in order to support the ammo system. The approach that I decided to take with this first iteration is to link the ammo stack to the magazine slot and there will be an indicato...
2023-06-26 19:12:04 +0000 UTC
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Hi!
Midsummer festival weekend is now over here in Finland and it's time to get back to work.
Like mention earlier, this upcoming week is all about implementing the ammo system (v1). I'm going to start this "ammo week" already today and I will keep you updated how it's progressing.
ps. The video attached to this post is a small teaser from the first lore video which will premiere probably end of July or August. Some of those "retro clips" might be kind of confusing now but t...
2023-06-25 20:09:22 +0000 UTC
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Hi!
Since now the save system + shelter implementation is mostly ready for Public Demo 2, I thought I explain a little what's going to happen next.
Ammo System + Weapon Save Data ("Ammo Week")
I have already started to implement this and next week I'm planning to get this fully done. This topic includes:
- Ammo loot (different calibers)
- Ammo stacking (inventory)
- Ammo change (weapon UI)
- Current firemode save
- Current ammo save
- U...
2023-06-22 23:23:26 +0000 UTC
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This development build is an updated version (v2) of the Dev Build - Save System (v1).
Important: When testing this v2 version, start a new game in order to reset the save system.
The main build content is mostly the same but there have been multiple improvements and bug fixes based on your feedback.
The shelter system is not visually fully ready, it still needs multiple unique props and some small tweaks when there's a good time to focus on those.
2023-06-22 21:04:06 +0000 UTC
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Hi!
Here's a quick update how the dev build v2 is progressing based on your feedback and bug findings.
If nothing goes wrong, I will fix/implement rest of these tonight and then I'm ready to share the v2 build tomorrow night.
Problems so far (bugs)
- Shooting target pivot point is incorrect -> Placement raises too high [FIXED]
- Shooting target collision break sometimes -> Goes through the floor [FIXED]
- Cans and other ite...
2023-06-21 10:07:49 +0000 UTC
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Hi!
Here's a quick development update.
I'm almost done with the Save System v2 dev build and I'm ready to share that at the end of this week.
When that and all the shelter related major bugs have been fixed then I'm quickly transitioning to implementing all the missing elements before Public Demo 2 which are mainly Ammo System (v1), Trading System (v1) and AI updates which will be the topic for next devlog.
On top of this, there's plenty of "small" features and map...
2023-06-18 22:43:33 +0000 UTC
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Hi!
Here's few screenshots of the shelter range update.
The shooting range layout is now much larger and visually I added few additional details like acoustic panels and support beams.
There's also now side areas that hold the targets and props, those can be placed now however you want.
I will return now to fixing the dev build bugs and once those are fixed (I would guess early next week) I will update that to v2 build and that will include this range update.
2023-06-15 19:01:18 +0000 UTC
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Hi!
I found that the shelter shooting range was a bit "claustrofobic" and restricted the possible target placements and additional range features since the roof was too low and the overall size was quite small.
I'm currently updating the range and I will add this update to the v2 of this dev build. I will also show some teaser screenshots tonight.
- Antti (Developer)
2023-06-15 11:07:59 +0000 UTC
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