June Development Update 4!

Greetings Pioneers!

Bam! We’ve got something more special for you to dig your eyes into – we’ve landing a couple of video features showcasing some of the new gameplay we have been focusing on in the early game stages.

We’ve focused heavily on making interactive pick up items that you can now find throughout the level, placing ambient sounds, refining meshes, setting up AI to spawn and distributing cool loot for you to find, it’s really coming together!

You can find a walkthrough preview here –

And an actual in game preview here –

We hope you enjoy!

Here’s what we’ve been up to:

John – Lead Designer

Well, call me Mr flexible, all over the shop today.. I’ve been filling in doing a bit of testing as well as organising task progress and where people should be spending their time to be most effective. It’s really ashame I don’t have 5 arms, or something, which sounds like it might make things easier.. but probably would just freak everyone out instead.

Matt – Art Director

Well, you can now see items for what they are in the world as it stands. This means lots of epic loot will be coming to the world, mainly useful stuff, but also expect to see some easter egg items hidden around… Been focusing on a lot of in world meshes and setup for their use as items. Also – check out the surprise preview videos we’ve included, as a bonus you get to listen to my lovely voice.

Lee – Technical Director

Ok I won’t lie, stressed up to the eyeballs with the issues we’ve had lately. Mainly due to updated engine build merges as everyone following will know. But the light at the end of the tunnel is showing as we’re gradually eradicating a lot of the issues slowly through some rigorous testing. Big thankyou to Epic for the feedback keeping us moving forward to a stable release with some huge changes.

Tristan – Senior Developer

This week i have been continuing on helping out with the crashes in multiplayer. After fixing the last load it appears they multiplied so we are trying to track them all down and fix them. Some of them are quite difficult to reproduce which is always fun 😀

Yves – Senior Developer

Working through some bugs, mainly to do with with the Axe and our new melee, currently it’s been doing very little damage to certain object types and enemies so this has needed a bit of work to get working right.

Ricky – Senior Developer

Implemented crafting on player basic functionality so we can see where this stuff can take us and what changes we might want to make before doing a more full pass on it.

I’ve also helped all over the shop looking into bugs and tweaks of mine and others. The E to interact is misbehaving occasionally and will get the second most sternest talking to, but it’s not yet at the stage of an angry e-letter or ringing it’s parents so we can rejoice at that at least.

Marcin – Designer

Wish Marcin a happy Birthday! He’s taking some time off to celebrate his coming of age. Happy Birthday Marcin <3 We love your face, and your (presumably) large logical brain.

Joe – Environment Artist

Mainly working on creating meshes for the new locations this week and planning ahead for nailing that new-player-experience! Can’t wait to show off all the awesome stuff the guys have been working on!

Tom L – Character Artist

I’m back! Working through bakes for the characters, so we can get them into the big new exciting changes that are going into the game.

Tom W – Designer

This week I’ve been having a bash at the AI encounters, starting by creating a nice way for us to place and script encounters, allowing for them to change based on the various decisions the player makes approaching these combat areas. As usual, I’ve also been working on sprucing up the Dam’s interior, squashing any bugs I can find and generally livening the place up a bit.

Alex – Designer

Still hard at work on the transmitter area, I’ve been tweaking AI spawns and types, setting loot locations, and just overall making sure it plays well. On top of that, making updates to the big relay piece, creating secret paths to cool locations and testing them out too. It’s all coming up to a pretty playable piece of game now. So then we just need to make it pretty.

Lauren – Animator

Early this week I have been working more on the opening sequence to the game with Matt, more recently I have been putting together some audio cues for placement in the new areas and with interactive objects.

Andy – Lead QA

Off on the old Jolies! It’s a rare thing that I take breaks of longer than 2 days, it’s also rare that my grammar is spot on. That’s why it’s not actually Andy writing this. Love you all, Andy will be back to harass you with details about his daily happenings very soon.

See you in the fray!

-Team Flix

 

June Development Update 3!

Greetings Pioneers!

Breakthrough! We think we have just witnessed the banishing of the dreaded server crash back to the depths of digital hell, this may be jumping the gun but we just had a ‘GO TEAM’ moment, amateurish high fives were flying around the room, the hand to hand connections were less than powerful, but we’re still quite excited.

Aside from some minor client side bug clean up things are promising, and more so our latest development work is very promising as we’ve begun locking down any revisions to the layouts starting our placement of magical loot which utilises the new interaction systems.

Here’s what we’ve been up to this week:

John – Lead Designer

Out of office this week doing very important business stuff <3, but that doesn’t stop me from making development things happen, been calling in several times a day to check up on progress with everyone. No rest for the boss man!

Matt – Art Director

Majority of my time has been creating optimised drop items for placement in world. This is exciting because it makes loot discovery more intuitive for Pioneers, actually seeing a new item as opposed to it being an entire mystery at a glance. We’ll be making a push to get all this new content for discovery into the encounter areas asap.

Lee – Technical Director

Another frustrating week of tracking down crashes with multiplayer, just when you think you have nailed them all. On a positive note though the new areas the art team have created are looking awesome.

Tristan – Senior Developer

This week i have been helping out with bug fixing crashes. Still trying to iron out hopefully the last one.

Alex – Designer

Although having contracted the plague this week, I’ve been slogging away making cool art assets this week, it will be one of many landmarks you first see upon starting your adventure, and I’ve also been sculpting terrain, and placing rocks so that you guys can actually get to it.

Yves – Senior Developer

I’ve been working on what is being referred to the “Stability Component”, it’s what decides on the appropriate reaction an AI performs when being impacted (Staggering, ragdoll, flinching).

Ricky – Senior Developer

Pickups off le floor is le finished, pending QA at least, this also included use and interaction system updates to work better with drop bags, and being able to drop individual items on the floor instead of them always being drop bags. There’s also now a distinction with use vs hold to use items, drop bags in particular find this useful because they can be accessed via the inventory via tap or just picked up in one go via hold.

And I’ve made good headway to get crafting on the player to welcome the introduction of makeshift items aiding nicely to the progressional flow-angular direction of especially the early game. You’ll surely see more about this in updates.

Tom W – Designer

Working through a terminal interface hero asset for the main Dam rooms and refining/adding to creature placement for the encounters in those areas.

Marcin – Designer

There’s been a lot of bits and bobs I’ve been working on this week. Ricky and I have been putting together the “Interact to Pick Up” mechanic for in-world objects, including minerals, weapons, armour, but also buttons and doors.

With Yves, we’ve been working on the force reaction mechanics, which will allow the AI to flinch and stagger before they “ragdoll”. And last, but not least, Lauren and i have been looking into animation systems for the 3rd person view of the player. There’s still a lot to do but we’re making progress.

Joe – Environment Artist

Fighting off illness like a boss, and although my doctor tells me even a stiff breeze could be enough to finish me off I completed the new entrance/vehicle bay for the Dam location and found a little more time to work on the laboratory tileset!

 

 

Lauren – Animator

This week I have been continuing with the axe animations and and have started doing more exciting things. Namely involving climbing out of the cryo-chambers inside the all new drop-pod you may have seen some shiny previews of last week…

Andy – Lead QA

So it’s been another stressful week of testing multiplayer only to find various crashes. We have made progress though and Im confident that we will have a build ready for release very soon.

We’ve also had young Jamie in house this week helping me with some of the testing and although his times keeping was a little sketchy and he didnt get the salted peanuts Lee requested, he was a good addition to the team.

See you in the fray!

-Team Flix

 

June Development Update 2!

Greetings Pioneers!

The sun is shining outside, and we’re teaming it up in the Flix den, continuing to make great progress to the level and large melee system changes that are, as of this last week, going in.

Unfortunately server crash issues are persisting and whilst this is making things difficult for everyone, the whole team appreciates your patience, we’ll be doing a build update as soon as possible, and we won’t be going anywhere until this gets done <3

We hope you’ve thoroughly enjoyed the election (all you UK people out there) and while we continue to wait, here’s another update on what we have all been up to this glorious last 5 days:

John – Lead Designer

This week I have been knee deep in production, we’ve been testing fixes from Epic for the multiplayer branch crashes, but it’s been unfortunately slow progress. Multiplayer may change drastically with the one gametype that we want to implement so I have also been working through these designs with Tom, Alex, Matt and Andy. More info to come soon!

Matt – Art Director

Oh boy, this is my favorite part, been cleaning up the start area interior to our pod. The space has been re-purposed to make more sense as a lifeboat, this includes cryo-chambers and makeshift pilot seats. Initially this space is all about getting you into the game with what you need quickly, also acting as a brief ‘safe haven’ to get your bearings before plunging into the unknown.

Lee – Technical Director

I have managed to finish the transition of all the AI over to the new behaviour component, which should make life easier for the design/art team. I’ve also been working again trying to solve a new crash we have with the multiplayer server, very frustrating.

Tristan – Senior Developer

This week I have been going over system designs with Marcin as well as continuing on with logic for turning the modules into weapons of their own. I have also been doing some server debugging.

Marcin – Designer

My main focus this week was on the presence of items in the world. We want all the items (not just mineral shards) to be able to be picked up from the floor and dropped back down and have them look like the items they are. The gun you pick up in the starting section of game is a prototype of what we are trying to achieve. I’ve looked at the system design with Tristan and began implementing the objects for weapons and armour, since materials and foods are already working pretty well.

Joe – Environment Artist

Jumping around onto a lot of different things this week – I’ve been continuing with the Lab tileset and also got some time to add a new vehicle bay entrance to the Dam!

Tom W – Designer

Interesting week down at Flix HQ! Came down for a surprise visit, and ended up staying for two days, we’ve all had super productive discussions with regards multiplayer, and the general direction of the game. So productive in fact, that Alex and I ended up staying the night down there just so we could continue the discussions the following morning. Other than that, I’ve been doing a lighting pass for the inside of the dam, and more high poly models!

Yves – Senior Developer

I’ve been polishing off the new axe weapon, it’s getting very close to feeling meaty.

Ricky – Senior Developer

Peeping my peepers into the functionality for our new interactions, I’ve started debugging this and cleaning things up for the customisability that those bossy designers seem to want… just kidding we love the designers <3

Alex – Designer

This week I’ve been working on the top of the transmitter tower, redoing the shape and layout as well as decorating. Additionally, I’ve also added in gameplay objectives and lots of enemies for you guys to kill. You’re welcome.

Lauren – Animator

Working through directional hit animations for the Axe attacks and interactions, these include confirmed hit animations for left right and overhead swings, and air swing anims for misses plus idle and animation behaviour when the player is moving. This will be our standard going forward! Looking forward to seeing these working with Yves’s new work on the melee.

Andy – Lead QA

It’s been another week of smashing bugs and catching crashes. We have a pretty regular Garbage Collection crash which we have had to report to Epic and and a server crash caused by the NavMesh which we have fix.

Also had the new kids on the block (Alex and Tom)  come into the office on monday and we had an amazing design meeting where we can up with some really exciting plans for multiplayer, but for now we are going to keep that under wraps. So stay tuned for more 😉

See you in the fray!

-Team Flix

 

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Eden Star is a product of the GamesLab West Midlands programme, developed by Creative England and supported by the Regional Growth Fund.

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