April Development Update 3

Greetings Pioneers!

Thankfully we’ve been able to find our issue with multiplayer and a fix is being tested as we write this blog. This means that a Multiplayer updated with the turrets is on it’s way! Unfortunately these issues are something we sometimes cannot avoid, it’s our mission to keep everyone of you informed. We must thank you all for your patience, as we know a lot of you want to try our build changes cooperatively.

In the meantime we’ve got a progress update on the new location layouts as we’ve really started to flesh them out. Here’s what the whips been cracking:

John – Lead Designer

In my natural habitat today with Marcin, prowling through the logic planning for revisions to the A.I. system and combat. This is exciting to me because we’re very aware that reducing numbers of A.I. isn’t really a solution to difficulty issues Pioneers experience, it’s more in depth with the how the A.I. responds and how the player instigates those responses.

Our main aim with these future revisions is to make the A.I. feel challenging and responsive to your actions, whilst not swamping you down with attack after attack.

Lee – Technical Director

One of those weeks where you want to desperately get onto the ‘fun bits’ of the gameplay A.I. but have to instead clean up issues with the newly integrated version of the engine. Oh joy.

Matt – Art Director

Working on effectively a benchmark area for all of our other key locations, I’ve been fleshing out any custom meshes for doors and unique items within our main encounter ‘silo’ location where Pioneers can are tasked to locate a mysterious device underground. This is a catalyst for other staged encounter areas which are effectively ‘battle arenas’ of sorts. All shall become clear when we release these zones for you to explore.

Tristan – Lead Developer

I have been investigating one of our multiplayer issues causing crashes after the player respawns. We have tracked down the area and put in a potential fix for it which should hopefully resolve the issue for now while the devs over at Epic can look into it further. Other than that I have been looking into some of the new movement logic that Lauren has been working on.

Ricky – Developer

Hi All, this week’s been action packed… with words… and being able to…use….stuff… more exciting than it sounds. I’ve been implemented designer based prompts and a new “use thing” system.

This will be utilised in only the most high tech, futuristic ways imaginable, like opening doors, turning lights on or off (maybe, you’ll have to bully the team a bit if they start complaining about things like performance costs or breaking the artistic vision), picking stuff up *gasp* off the floor and any other number of cases our hearts desire.

Joe – Environment Artist

I’m back! Been catching up on the level progress and plan this week, before getting stuck into starting on some environment kit pieces we can use for some of the awesome new locations the other guys have been working on.

The idea is to eventually end up with a library of man-made component pieces and textures that we can combine together to create whatever aesthetics are required for a given structure. In the future this should mean we have a consistent, high quality finish to every new area whilst still giving artists the flexibility to chop and change bits as required. This should make the whole process more flexible and much faster once we’ve got the pipeline nailed down.

Marcin – Designer

Working through the new A.I interactions with John, this pass will included the full melee system for which we’ll be drastically changing the behaviours and animations. I’ve also been implementing intial steps for the foundation of the objective system… how I do love a good objective.

Tom W – Designer

Continuing work on the Dam locations interior layout, with many tweaks to geometry and more thorough first pass positioning of lights. Looking forward to seeing this transform when we start to move away from our whitebox geometry.

Lauren – Animator

Taking a little break this week to re-charge my animation batteries. This isn’t a confession to me being a robot who requires batteries to run effectively >.> <.< … I <3 duracell.

Andy – Lead QA

So this week there has been some massive progress with the new level rework. Ive been lucky enough to get into the new parts of the map and do walkthroughs of the new structures. Ive also been working with another new guy call Mike, who is going to be working on making the drop pod and initial introduction area super cool.

In relation to QA, we managed to get a fix in for the crash that was really holding back multiplayer. That fix appears to have worked and now its just a case of cleaning up a few other known issues which means we will hopefully be able to get you wonderful people back into multiplayer games very soon.

See you in the fray!

-Team Flix

 

April Development Update 2

Greetings Pioneers!

Off to a hot start the last few days, running daily internal playthroughs of the start area to determine any further changes to layouts before we lock it down. Currently our focus is making sure the locations and places feel real in concept and make sense within the games background lore, whilst making sure the major feedback we’ve had to date is driving changes to the pacing of the, this should make the experience a lot more even keeled from the beginning.

We’ll be sharing this in more detail soon so you can see exactly how we’re transforming the introduction to make it more player friendly.

John – Lead Designer

Making a world that appears to have history can be a headbanging task, that requires a lot of minds to merge into one thought process and see a vision of what could be convincing and realistic in terms of development.

This has been my main focus this week, to bring all the ideas together from the initial designs and verify if they are both either A. Solid believable ideas in practice with good references to their implications, and B. Realistic proposals that suit the gameplay and lore. Surprisingly more difficult to determine than you may think!

Matt – Art Director

Continuing level design work with Tom and Alex after our first layout review. The initial layout is undergoing another stage of layout tweaks over the next few weeks with some important blocked out meshes for the individual locations going into place. We’re aiming to have all the important assets in place for our next playthrough review.

We’ve begun placing in the opening events and placeholder dialog which helps us get a sense of timing and composition, also been doing some passes on certain concepts for the more focal art pieces.

Lee – Technical Director

So this week I have continued work towards getting the new spawners complete, this will give the designers a lot more functionality as we start to create more storyline in game. I have also just finished merging the latest version of the engine into our code base.

Yves – Senior Developer

Working on the designs for design driven prompts and dialog within the game. Has mostly consisted of me sitting down with the designers and nodding or shaking my head furiously to the realistic nature of their proposals.

Tom W – Designer

Work continues on the dam! I’ve been making adjustments to the layout/surface of the dam based on Monday’s playthrough session with the team. The changes primarily consist of adjustments to give the player freedom of choice when it comes to navigating their way across the area, which should hopefully let different playstyles/approaches to enemy encounters be more rewarding!

Ricky – Developer

Consulting with Yves on the structure of the the dialog/prompt system to ensure designer use and localisation is straightforward when we get to those stages. That’s right, my milkshake brings all the designers to the yard.

Marcin – Designer

I’ve taken a short break from the land of Flix, and now only one thing occupies my mind, and that’s appreciating the beauty of third person. AND the REAL reason we’re actually implementing it, that’s right you already know why.

Lauren – Animator

I have been continuing with the third person work you saw last week, working out a few bugs with the turning and movement, Improving upon locomotion animations as I go, including some new death animations.

Andy – Lead QA

I’ve spent the week working with Matt, Tom and Alex on the new introduction and start location. There have been a lot of walk throughs, iterations and reworks, but it is really starting to come together. Testing the multiplayer servers has been fun as there appears to have been a little more activity lately and it’s cool to see some of the communities base designs.

If there’s anything you’d like to see more of please feel free to comment below! Also a more detailed view of what we’re doing can be viewed here.

See you in the fray!

-Team Flix

April Development Update

Greetings Pioneers!

This week we have been continuing our hard work on the new environment locations and our third person character motion. We are working on our AI encounters, designing behaviours and reactions that are more natural and less of a relentless attack. We are looking into upgrading the engine to 4.15 as It may be the solution to our persistent multiplayer bug preventing a full release into the main branch *cross fingers!*

For a special feature we’re using this week as an opportunity to show you some video capture of the early 3rd person movement within the new starting area.

What we’ve been upto:

John – Lead Designer

Most of the developers are focused on incorporating the new version of the engine in order to get a practical fix in for our multiplayer. For now the work is very much designer and art heavy as we’re planning our sprints for the locations within the start area. Co-jointly our characters are undergoing a full 3rd person treatment which is very exciting to see.

Myself, Matt and Andy have largely been organising the new team onto the right tasks for completing interim milestones. Our target is to start putting new builds out to steam in the coming months, to start the feedback process on the new changes!

Matt – Art Director

All of our locations in the ‘starting’ area have undergone several initial passes, we’ve done our first entire walkthrough of the area which was this week’s milestone. Now we have the complete layout we’ll be starting to add in the encounters during next sprint so we can start full playtests within the next few weeks.

During this time i’ll be preparing our set components for artwork passes which will begin with a conceptual pass. The process for this will first of all be driven by a theme and references collected within that theme that the art team and myself have agreed on. Because we’re going for the ‘old, been here a long time, ancient tech’ kind of look, we’ll be introducing a lovely new technique that will utilise spline generated meshes for overgrown areas of structures.

Tristan – Senior Developer

This week I have been going through implementation designs for gadget type weapons and helping out with bugs.

Ricky – Developer

Looked over new level design related tasks, and begun planning work on HUD tutorial prompts for easier use by the design team.

Marcin – Designer

Over the past few days I’ve been continuing my work on the AI combat system and behaviours. At this stage I have the AI melee system working, and I am making progress on the ranged and area attacks as well as the force reactions system revamp. There is still a lot to go through, such as making sure your tools, as the player are up to scratch, and also the UI elements and bugs, but we’re getting there.

Tom W – Level Designer

This week, I’ve been hard at work shelling out both the exterior and interior of the Dam, as well as several AI encounters spread throughout it. We’re building it to showcase some of the more unique aspects of Eden Star’s movement and combat mechanics, so should be very exciting when we can finally show it all off to the community.

Alex – Level Designer

Tom W and I have been busy beavers getting the designs for the Dam finalised, as well as planning out various points of interest in the area surrounding the area for the players to explore. Part of the process has involved stress testing the modular kits we’ve been putting together, and they seem to be holding up nicely so far! Pictures and pretties coming soon <3

Lauren – Animator

This week I have been continuing with the 3rd person locomotion and grenade animations which are coming along nicely. Still some work to do to get it feeling the way we want but it’s getting there. I have also started rigging up the female character ready for the next steps.

Andy – Lead QA

I’ve mostly been working on the up and coming sprints with Matt, checking on the multiplayer servers and doing walk throughs and design feedback sessions of our new start area.

See you in the fray!

-Team Flix

   Funded by
   Supported by
   Led by

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

made with