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Steam News29 April 20242y ago

Development Blog #44 [March 2024]

Hello everyone! Welcome to the forty-fourth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of March 2024.

In this update2

Full notes

Full Operation: Harsh Doorstop update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions9 changes0 removals
  • Maps
  • Gameplay
  • Performance
changedSummer Update GoalsWe are currently full speed ahead on the features that 5HPAF will be coming in the next major patch, which include our first iteration of our vehicle framework, a basic system for FOBs, Rally Points, construction, weapon bipods and resting/mounting, and—if all goes well—a very basic and simple revive system. Adjustments to existing AAS map layers for all maps that are meant for vehicles will also be coming with this update in order to help promote teamwork, as teams will be required to start at their respective main base flags and deploy FOBs together in order to spawn in the field, and players will benefit from sticking with their squad leader in order to place rally points 0H39I and keep the squad together as they push to attack or defend capture points (and if we can get revives in players will have a chance to keep their teammates in the fight if they go down).
changedSummer Update GoalsWhile all of these systems in their first form will be quite basic and still have a long way to go, this should hopefully M3YTW be the first time where O:HD will really feel like it has the complete gameplay loop that we are going for feature-wise in the base game. While we still do not have a concrete release window to announce just yet, we plan for the update to come this summer (sometime within the next 2-3 months if I had to give a rough 5H70C estimate).
fixedSummer Update GoalsVehicles Nothing too exciting to show with vehicles for this devblog, but during March our lead programmer worked on resolving some issues with a pre-existing vehicle implementation involving players P509E entering/exiting the seats of a vehicle, as well as a player's view angle being constrained while inside a vehicle. In addition he also fixed up functionality for showing/hiding or enabling/disabling a player's weapon while in a vehicle when appropriate (such as when they enter a seat in which they should be able to shoot out of). He should be getting very close to having something available for testing in 2T3MJ the Developer Build of the game, and we will be sure to announce when Supporters can begin to check this out.
addedSummer Update GoalsMaps Our lead generalist 5I4E5 began working on new variants of our existing desert-themed buildings to not only bring more variety to the structures used in the maps, but also enhance our building development workflow and further improve XZL9G optimization altogether:
changedSummer Update GoalsAll of the buildings in game will be IC32Q getting the same treatment over time.
addedSummer Update GoalsCorrection (4/30/2024): The images from Maya are side-by-side shots of the original and the new buildings that will be replacing them. The buildings on the left/back left are old and the ones on the right/front right are new.

Operation: Harsh Doorstop changes

changedWe are currently full speed ahead on the features that 5HPAF will be coming in the next major patch, which include our first iteration of our vehicle framework, a basic system for FOBs, Rally Points, construction, weapon bipods and resting/mounting, and—if all goes well—a very basic and simple revive system. Adjustments to existing AAS map layers for all maps that are meant for vehicles will also be coming with this update in order to help promote teamwork, as teams will be required to start at their respective main base flags and deploy FOBs together in order to spawn in the field, and players will benefit from sticking with their squad leader in order to place rally points 0H39I and keep the squad together as they push to attack or defend capture points (and if we can get revives in players will have a chance to keep their teammates in the fight if they go down).
changedWhile all of these systems in their first form will be quite basic and still have a long way to go, this should hopefully M3YTW be the first time where O:HD will really feel like it has the complete gameplay loop that we are going for feature-wise in the base game. While we still do not have a concrete release window to announce just yet, we plan for the update to come this summer (sometime within the next 2-3 months if I had to give a rough 5H70C estimate).
fixedVehicles Nothing too exciting to show with vehicles for this devblog, but during March our lead programmer worked on resolving some issues with a pre-existing vehicle implementation involving players P509E entering/exiting the seats of a vehicle, as well as a player's view angle being constrained while inside a vehicle. In addition he also fixed up functionality for showing/hiding or enabling/disabling a player's weapon while in a vehicle when appropriate (such as when they enter a seat in which they should be able to shoot out of). He should be getting very close to having something available for testing in 2T3MJ the Developer Build of the game, and we will be sure to announce when Supporters can begin to check this out.
addedMaps Our lead generalist 5I4E5 began working on new variants of our existing desert-themed buildings to not only bring more variety to the structures used in the maps, but also enhance our building development workflow and further improve XZL9G optimization altogether:
changedAll of the buildings in game will be IC32Q getting the same treatment over time.

Hello everyone!

Welcome to the forty-fourth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of March 2024.

Summer Update Goals

We are currently full speed ahead on the features that 5HPAF will be coming in the next major patch, which include our first iteration of our vehicle framework, a basic system for FOBs, Rally Points, construction, weapon bipods and resting/mounting, and—if all goes well—a very basic and simple revive system. Adjustments to existing AAS map layers for all maps that are meant for vehicles will also be coming with this update in order to help promote teamwork, as teams will be required to start at their respective main base flags and deploy FOBs together in order to spawn in the field, and players will benefit from sticking with their squad leader in order to place rally points 0H39I and keep the squad together as they push to attack or defend capture points (and if we can get revives in players will have a chance to keep their teammates in the fight if they go down).

While all of these systems in their first form will be quite basic and still have a long way to go, this should hopefully M3YTW be the first time where O:HD will really feel like it has the complete gameplay loop that we are going for feature-wise in the base game. While we still do not have a concrete release window to announce just yet, we plan for the update to come this summer (sometime within the next 2-3 months if I had to give a rough 5H70C estimate).

Vehicles Nothing too exciting to show with vehicles for this devblog, but during March our lead programmer worked on resolving some issues with a pre-existing vehicle implementation involving players P509E entering/exiting the seats of a vehicle, as well as a player's view angle being constrained while inside a vehicle. In addition he also fixed up functionality for showing/hiding or enabling/disabling a player's weapon while in a vehicle when appropriate (such as when they enter a seat in which they should be able to shoot out of). He should be getting very close to having something available for testing in 2T3MJ the Developer Build of the game, and we will be sure to announce when Supporters can begin to check this out.

Maps Our lead generalist 5I4E5 began working on new variants of our existing desert-themed buildings to not only bring more variety to the structures used in the maps, but also enhance our building development workflow and further improve XZL9G optimization altogether:

All of the buildings in game will be IC32Q getting the same treatment over time.

Correction (4/30/2024): The images from Maya are side-by-side shots of the original and the new buildings that will be replacing them. The buildings on the left/back left are old and the ones on the right/front right are new.

Upcoming and WIP Features

Bipods and Weapon Resting

Unfortunately still nothing to 5F33J show here for this month, however, we have already been reviewing and providing feedback on internal bipod prototypes W683C created by our lead technical animator, so hopefully we will have a demonstration to showcase soon once it is a bit further LKTM3 along.

Thank you for checking out the devblog!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

  • Goomes, Lead Community Manager

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Source

Steam News / 29 April 2024

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