Howdy gentlemen! I’ve been sharing weekly updates in our discord about the work we’ve been doing, and I figured I’d start putting together monthly updates sharing some of the things we’ve been working on.
Full notes
Full In Country - Vietnam update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
3 fixes4 additions3 changes0 removals
Server
Gameplay
Balance
Store
addedAdded flanking, investigatory behaviors. Various improvements to AI behavior and awareness without making it feel unfair or unfun. Still lot’s of work to do in this area, but some really great progress has been made in the AI New Enemy Type - Spotter Fixed Shooting Response for the spotting AI in response to clients in high latency environments Reworked RPG AI Behavior Tree AIC Reworked Charging VC Behavior Tree and AIC Reworked Sniper AI Behavior Tree and AIC Reworked Damage Output for AI Added death sounds enemy AI Working on Attenuation for how far our sounds can be heard. Revising Bullet hits for Player to avoid technical debt regarding camera shake ref. Added footstep sound for concrete/building interior Added Hit sound for player ADDED Sound Bites of VC soldiers ADDED Attenuation for Voice ADDED and Tested Air Absorption Valeus for voice ADDED Stationary Weapon Emplacement Prototype Stress Tested AI Behavior Tweaked AI Behavior Sound Stress Tested Wave Spawns of Enemy AI in high latency environments.
fixedGunship pre-call in functionality and conditions Worked in integrating the gunship into the call-in function. Created a system to dynamically create a flight path depending on where the support package is requested Optimized Materials on the Gunship Reworked aspects of gunship for performance Replication Tested in high latency environment Gunship call-in Gunship Pathing Fixed, tested in high latency multiplayer environment Gunship Exiting, conditions for exiting Gunship Projectile, speed, and velocities as well as impact conditions for effecting Enemy AI Also worked on projectile accuracy and the spread at which the gunship rounds hit. Duration of Gunship support Sound Design to increase the amount of reverb and natural air absorption as well as attenuation work. (This has been really challenging for me as I'm not a sound designer by any stretch, but I know what I want it to sound like and I think it's getting to a good place). Projectile Impact FX optimizations to account for high volume of rounds. Replication test in high-latency environment.
addedAdded Cobra SKM Added Cobra Materials Created Cobra Actor Created sockets for Cobra Rocket Pod L and R Created socket for Cobra front gun Added Call-In Button functionality to the Cobra call in button Widget Created ABP For Cobra Rotational Values for main and back prop Optimized Rocket Trail performance for Cobra Rocket Pods Fixed Sound Distance Issue with Rocket Pod Impacts Fixed Rocket Trail Material emissive Rendering Fixed Cobra Helicopter Glass material Fixed Cobra Helicopter flight path sync issue in high latency, ping environment Added impact results to enemy AI Testing explosion Distance when impact foliage from above FIXED Cobra Exit Path Added distance explosion Sounds for rockets if strike is a certain amount of distance away
fixedFIXED slight shake in first person on host single player when aiming up and down, used delta time instead of a set time for the loop. FIXED binocular aiming in first person. FIXED binocular clipping issue. Had to hide bone by name not the entire player mesh. There were discrepancies in FIXED binocular first third person transition. Prevented switching to first or third person while aiming with binoculars. FIXED pitch replication issue in high ping environments where client to client and client to host was not replicating pitch properly or breaking in higher latency environment. FIXED sprinting replication sync in high latency environment where host to client could desync in certain situations FIXED/ADDED prone state changes for first person FIXED helmet sync issue in first person when ending the aim state in prone, crouch, and standing. FIXED bug when switching to first person from third person where state wasn’t syncing, and the camera was not activating iron sights. FIXED shadows not rendering properly in first person (headgear, head) FIXED secondary first person ammunition bug when switching from third to first person FIXED collision issues with shell ejection of secondary in first person FIXED mag sync error with reloading primary FIXED bug where secondary hip fire was firing rifle FIXED bug where primary wasn’t producing sound after switching back from handgun FIXED hip fire with secondary in first person not firing trace from correct position Added iron sights aiming with secondary FIXED sway FIXED hit detection from Iron Sights using Secondary FIXED M16 reload mag release, changed replicating conditions for physics FIXED crouched first person secondary animations FIXED crouched first person secondary aiming and end aiming conditions being unmet FIXED error when switching to first person while aiming secondary in third person FIXED issue with switching to other weapon while aiming in first person FIXED prone animation with secondary aiming in first person Reworked fingers/hands in first person while in prone with secondary FIXED collision issue with ejected secondary shells when firing. (shells would occasionally freeze) FIXED rotation speed being too slow in first person where arms might lag in quick turn combat situation FIXED aiming but in first person where when switching to first person, occasionally it would automatically go into the aiming state even if client was not aiming FIXED end sprint in first person bug preventing a re-enter into the aiming state REMOVED the ability to switch weapons while aiming. REMOVED ability to switch from first to third and vice versa while aiming FIXED Pitch issue when removed this ability FIXED animation for M60 idle in third person so hand placement is correct. FIXED relative rotation of socket for M60 causing sights to be slightly off kilter to the lift. FIXED M60 idle animation, left hand. FIXED M60 Idle Aim left thumb, and fingers in first person FIXED M60 Walk Forward animation for first person FIXED M60 Fwd Right for first person FIXED M60 Fwd FIXED sprint to aim bug in first person FIXED M60 L anims First person FIXED M60 FL anims First Person FIXED M60 B anims First Person FIXED M60 BL anims First Person FIXED M60 Crouched anims First Person ADDED Hand Sway In First Person to Primary ADDED Hand Sway In First Person to Secondary Removed Clipping when looking down in first person FIXED ABP M60 third person crouch aim animation, hand not syncing properly
changedRecoil Rework
addedADDED Recoil and Sway that effects clavicle bone for a more refined, responsive look and feel. FIXED M16 slight turn on aim to that wasn’t centering iron sights FIXED Secondary bug with recoil where the M60 recoil was affecting secondary first person Fixed Recoil in third person to affect the clavicle, inducing a more prominent kickback effect Reworked recoil to have more of a spring effect, reducing the overpowered effect of the M60 or full auto Fixed hand sway to rebound a bit Added First Person Camera effect
In Country - Vietnam changes
addedAdded flanking, investigatory behaviors. Various improvements to AI behavior and awareness without making it feel unfair or unfun. Still lot’s of work to do in this area, but some really great progress has been made in the AI New Enemy Type - Spotter Fixed Shooting Response for the spotting AI in response to clients in high latency environments Reworked RPG AI Behavior Tree AIC Reworked Charging VC Behavior Tree and AIC Reworked Sniper AI Behavior Tree and AIC Reworked Damage Output for AI Added death sounds enemy AI Working on Attenuation for how far our sounds can be heard. Revising Bullet hits for Player to avoid technical debt regarding camera shake ref. Added footstep sound for concrete/building interior Added Hit sound for player ADDED Sound Bites of VC soldiers ADDED Attenuation for Voice ADDED and Tested Air Absorption Valeus for voice ADDED Stationary Weapon Emplacement Prototype Stress Tested AI Behavior Tweaked AI Behavior Sound Stress Tested Wave Spawns of Enemy AI in high latency environments.
fixedGunship pre-call in functionality and conditions Worked in integrating the gunship into the call-in function. Created a system to dynamically create a flight path depending on where the support package is requested Optimized Materials on the Gunship Reworked aspects of gunship for performance Replication Tested in high latency environment Gunship call-in Gunship Pathing Fixed, tested in high latency multiplayer environment Gunship Exiting, conditions for exiting Gunship Projectile, speed, and velocities as well as impact conditions for effecting Enemy AI Also worked on projectile accuracy and the spread at which the gunship rounds hit. Duration of Gunship support Sound Design to increase the amount of reverb and natural air absorption as well as attenuation work. (This has been really challenging for me as I'm not a sound designer by any stretch, but I know what I want it to sound like and I think it's getting to a good place). Projectile Impact FX optimizations to account for high volume of rounds. Replication test in high-latency environment.
addedAdded Cobra SKM Added Cobra Materials Created Cobra Actor Created sockets for Cobra Rocket Pod L and R Created socket for Cobra front gun Added Call-In Button functionality to the Cobra call in button Widget Created ABP For Cobra Rotational Values for main and back prop Optimized Rocket Trail performance for Cobra Rocket Pods Fixed Sound Distance Issue with Rocket Pod Impacts Fixed Rocket Trail Material emissive Rendering Fixed Cobra Helicopter Glass material Fixed Cobra Helicopter flight path sync issue in high latency, ping environment Added impact results to enemy AI Testing explosion Distance when impact foliage from above FIXED Cobra Exit Path Added distance explosion Sounds for rockets if strike is a certain amount of distance away
fixedFIXED slight shake in first person on host single player when aiming up and down, used delta time instead of a set time for the loop. FIXED binocular aiming in first person. FIXED binocular clipping issue. Had to hide bone by name not the entire player mesh. There were discrepancies in FIXED binocular first third person transition. Prevented switching to first or third person while aiming with binoculars. FIXED pitch replication issue in high ping environments where client to client and client to host was not replicating pitch properly or breaking in higher latency environment. FIXED sprinting replication sync in high latency environment where host to client could desync in certain situations FIXED/ADDED prone state changes for first person FIXED helmet sync issue in first person when ending the aim state in prone, crouch, and standing. FIXED bug when switching to first person from third person where state wasn’t syncing, and the camera was not activating iron sights. FIXED shadows not rendering properly in first person (headgear, head) FIXED secondary first person ammunition bug when switching from third to first person FIXED collision issues with shell ejection of secondary in first person FIXED mag sync error with reloading primary FIXED bug where secondary hip fire was firing rifle FIXED bug where primary wasn’t producing sound after switching back from handgun FIXED hip fire with secondary in first person not firing trace from correct position Added iron sights aiming with secondary FIXED sway FIXED hit detection from Iron Sights using Secondary FIXED M16 reload mag release, changed replicating conditions for physics FIXED crouched first person secondary animations FIXED crouched first person secondary aiming and end aiming conditions being unmet FIXED error when switching to first person while aiming secondary in third person FIXED issue with switching to other weapon while aiming in first person FIXED prone animation with secondary aiming in first person Reworked fingers/hands in first person while in prone with secondary FIXED collision issue with ejected secondary shells when firing. (shells would occasionally freeze) FIXED rotation speed being too slow in first person where arms might lag in quick turn combat situation FIXED aiming but in first person where when switching to first person, occasionally it would automatically go into the aiming state even if client was not aiming FIXED end sprint in first person bug preventing a re-enter into the aiming state REMOVED the ability to switch weapons while aiming. REMOVED ability to switch from first to third and vice versa while aiming FIXED Pitch issue when removed this ability FIXED animation for M60 idle in third person so hand placement is correct. FIXED relative rotation of socket for M60 causing sights to be slightly off kilter to the lift. FIXED M60 idle animation, left hand. FIXED M60 Idle Aim left thumb, and fingers in first person FIXED M60 Walk Forward animation for first person FIXED M60 Fwd Right for first person FIXED M60 Fwd FIXED sprint to aim bug in first person FIXED M60 L anims First person FIXED M60 FL anims First Person FIXED M60 B anims First Person FIXED M60 BL anims First Person FIXED M60 Crouched anims First Person ADDED Hand Sway In First Person to Primary ADDED Hand Sway In First Person to Secondary Removed Clipping when looking down in first person FIXED ABP M60 third person crouch aim animation, hand not syncing properly
changedRecoil Rework
Howdy gentlemen!
I’ve been sharing weekly updates in our discord about the work we’ve been doing, and I figured I’d start putting together monthly updates sharing some of the things we’ve been working on. I’ll format them out below:
***Keep in mind, these are not in any particular order, but as I post these moving forward, it will be more itemized per month***
***Also please note, this game is a work in progress*** AI Behavior / AI Soldiers
Added flanking, investigatory behaviors. Various improvements to AI behavior and awareness without making it feel unfair or unfun. Still lot’s of work to do in this area, but some really great progress has been made in the AI New Enemy Type - Spotter Fixed Shooting Response for the spotting AI in response to clients in high latency environments Reworked RPG AI Behavior Tree AIC Reworked Charging VC Behavior Tree and AIC Reworked Sniper AI Behavior Tree and AIC Reworked Damage Output for AI Added death sounds enemy AI Working on Attenuation for how far our sounds can be heard. Revising Bullet hits for Player to avoid technical debt regarding camera shake ref. Added footstep sound for concrete/building interior Added Hit sound for player ADDED Sound Bites of VC soldiers ADDED Attenuation for Voice ADDED and Tested Air Absorption Valeus for voice ADDED Stationary Weapon Emplacement Prototype Stress Tested AI Behavior Tweaked AI Behavior Sound Stress Tested Wave Spawns of Enemy AI in high latency environments.
Spooky Gunship Support Call-In
Gunship pre-call in functionality and conditions Worked in integrating the gunship into the call-in function. Created a system to dynamically create a flight path depending on where the support package is requested Optimized Materials on the Gunship Reworked aspects of gunship for performance Replication Tested in high latency environment Gunship call-in Gunship Pathing Fixed, tested in high latency multiplayer environment Gunship Exiting, conditions for exiting Gunship Projectile, speed, and velocities as well as impact conditions for effecting Enemy AI Also worked on projectile accuracy and the spread at which the gunship rounds hit. Duration of Gunship support Sound Design to increase the amount of reverb and natural air absorption as well as attenuation work. (This has been really challenging for me as I'm not a sound designer by any stretch, but I know what I want it to sound like and I think it's getting to a good place). Projectile Impact FX optimizations to account for high volume of rounds. Replication test in high-latency environment.
***This gif takes place in our hill-assault testing area***
Cobra Helicopter Support Call-In
Added Cobra SKM Added Cobra Materials Created Cobra Actor Created sockets for Cobra Rocket Pod L and R Created socket for Cobra front gun Added Call-In Button functionality to the Cobra call in button Widget Created ABP For Cobra Rotational Values for main and back prop Optimized Rocket Trail performance for Cobra Rocket Pods Fixed Sound Distance Issue with Rocket Pod Impacts Fixed Rocket Trail Material emissive Rendering Fixed Cobra Helicopter Glass material Fixed Cobra Helicopter flight path sync issue in high latency, ping environment Added impact results to enemy AI Testing explosion Distance when impact foliage from above FIXED Cobra Exit Path Added distance explosion Sounds for rockets if strike is a certain amount of distance away
***This gif takes place in our AI Testing Area***
First Person Rework
FIXED slight shake in first person on host single player when aiming up and down, used delta time instead of a set time for the loop. FIXED binocular aiming in first person. FIXED binocular clipping issue. Had to hide bone by name not the entire player mesh. There were discrepancies in FIXED binocular first third person transition. Prevented switching to first or third person while aiming with binoculars. FIXED pitch replication issue in high ping environments where client to client and client to host was not replicating pitch properly or breaking in higher latency environment. FIXED sprinting replication sync in high latency environment where host to client could desync in certain situations FIXED/ADDED prone state changes for first person FIXED helmet sync issue in first person when ending the aim state in prone, crouch, and standing. FIXED bug when switching to first person from third person where state wasn’t syncing, and the camera was not activating iron sights. FIXED shadows not rendering properly in first person (headgear, head) FIXED secondary first person ammunition bug when switching from third to first person FIXED collision issues with shell ejection of secondary in first person FIXED mag sync error with reloading primary FIXED bug where secondary hip fire was firing rifle FIXED bug where primary wasn’t producing sound after switching back from handgun FIXED hip fire with secondary in first person not firing trace from correct position Added iron sights aiming with secondary FIXED sway FIXED hit detection from Iron Sights using Secondary FIXED M16 reload mag release, changed replicating conditions for physics FIXED crouched first person secondary animations FIXED crouched first person secondary aiming and end aiming conditions being unmet FIXED error when switching to first person while aiming secondary in third person FIXED issue with switching to other weapon while aiming in first person FIXED prone animation with secondary aiming in first person Reworked fingers/hands in first person while in prone with secondary FIXED collision issue with ejected secondary shells when firing. (shells would occasionally freeze) FIXED rotation speed being too slow in first person where arms might lag in quick turn combat situation FIXED aiming but in first person where when switching to first person, occasionally it would automatically go into the aiming state even if client was not aiming FIXED end sprint in first person bug preventing a re-enter into the aiming state REMOVED the ability to switch weapons while aiming. REMOVED ability to switch from first to third and vice versa while aiming FIXED Pitch issue when removed this ability FIXED animation for M60 idle in third person so hand placement is correct. FIXED relative rotation of socket for M60 causing sights to be slightly off kilter to the lift. FIXED M60 idle animation, left hand. FIXED M60 Idle Aim left thumb, and fingers in first person FIXED M60 Walk Forward animation for first person FIXED M60 Fwd Right for first person FIXED M60 Fwd FIXED sprint to aim bug in first person FIXED M60 L anims First person FIXED M60 FL anims First Person FIXED M60 B anims First Person FIXED M60 BL anims First Person FIXED M60 Crouched anims First Person ADDED Hand Sway In First Person to Primary ADDED Hand Sway In First Person to Secondary Removed Clipping when looking down in first person FIXED ABP M60 third person crouch aim animation, hand not syncing properly
***This gif takes place in our AI Testing Area***
Recoil Rework
ADDED Recoil and Sway that effects clavicle bone for a more refined, responsive look and feel. FIXED M16 slight turn on aim to that wasn’t centering iron sights FIXED Secondary bug with recoil where the M60 recoil was affecting secondary first person Fixed Recoil in third person to affect the clavicle, inducing a more prominent kickback effect Reworked recoil to have more of a spring effect, reducing the overpowered effect of the M60 or full auto Fixed hand sway to rebound a bit Added First Person Camera effect
Player Character
Modified skin roughness of arms/body Updated M16 textures for first person FIXED Sprint to Move transition rate too fast Respawning/Death - When a soldier dies, you re-join the fight on a Huey Helicopter to the nearest LZ to the player's death. This entailed creating the flight of the Huey, how it calculates where it's landing, support roles on the Huey (M60 door gunners), and the Huey's exit from the battlefield after dropping off the player. All of this had to be tested for replication in a high latency setting. I'm happy with where it's at, but it will need more refinement to give it that spicy feeling I'm shooting for. Great progress here though.
Weapon Initialization and Save Data Serialization for Gun Choice -This isn't as exciting to talk about but it's important. I was running into some syncing issues with how the gun choice was initializing for clients and hosts in a multiplayer setting and I'm happy to say I was able to iron these out. I've also been ironing out how this data persists from the client to the game etc. so it's all synced up and allows customized weapon choices. Data Driven systems are my favorite, but they also make my brain hurt. Either way, it's working much better now.
Added M60, relevant data etc. Added M14, relevant data etc.
This does not include work previously done as this post would go on and on forever, but I figured I’d at least do the last month or so to catch you guys up on some of the things we are doing. Progress is rolling along.
If you want to get in on the weekly action, hop in our discord and say hi!
I am excited to keep going along and start to get into the jungle with you guys.