April Development Update 2!

Greetings Pioneers!

This week there has been more progress in our new areas with cliffs, roads and rocks being placed along with general tidy-ups and further placement of minable assets. The RMD (Remote Manipulation Device) Tool has been getting an upgrade, or rather a downgrade with a visual difference between basic and upgraded meshes on your right arm. Also the AI are being debugged and refined as the new optimised systems get implemented.

Here’s what we’ve been up to in more detail:

John – Lead Designer

Been making some really exciting arrangements for the guys here at the studio. We’re looking at bringing more people into the fold which should help improve drastically improve the quality of our upcoming content.

Matt – Art Director

Main focus has been getting the different upgraded mesh version of Mata-Tool (RMD) weapon properly fitted to the male and female first person arms, which is now looking the business. In the level itself I’ve been assisting the guys with adjustments and planning design passes of lackluster areas where there isn’t enough to do within a certain distance.

Lee – Technical Director

Debugging and optimisation has been my main focus for this week. After finally moving a lot of blueprint functionality into code, I have been testing it all and putting it through its paces to make sure it all works as expected. I’ve also been able to make a few more optimisation improvements as I have gone along. One extra bonus this week was adding a little workaround to the garbage collector to prevent it from using up lots of memory on dedicated servers.

Joe – Lead Artist

Meshes and icons for some of the new craftable components! These are some early game items, see if you can guess what they are 😉

Marcin – Designer

Implementing the bar for the deterioration bars that will encompass the majority of things you craft. I’m sorry yes, this means things will break in your hands, but that’s ok.. Just make a new one! The good thing with the bar is you’ll at least be able to see when its about to break..

Tom ‘Wahey’ Whaley

Making additions to our rock sculpting tool sets with spline rocks! I’ve been reworking and prettifying our terrain with a tier style system that helps us players better understand  where they can and can’t walk, it also makes for a much clearer understanding of where mineral types can be found.

Also I’ve just about finished a tastey ice material for frozen surfaces!

OG Tom  Whittemore – Designer

This week I have been world building! With our great new tiered terrain layout we can finally start designing and building large parts of the world. I have been drawing up designs for some of the areas out in the wilds to so those of you that are explorers will have plenty of hidden secret to find. Sculpting the terrain and placing in the larger geometry pieces, like rock formations, will allow us to find out how exploration feels and fine tune it.

Tom H – Designer

This week I have been making further changes to the Silo area, filling out these sections with more architecture and creatures. The main changes made have been to the large Silo area in which most of the changes have been to do with lighting the area effectively so that players can make their way to this section and explore all the Silo has to offer. I have also started designing the horde mode battle that will take place in the Silo and will be fleshing out this battle more next week!

Lauren – Lead Animator

This week has been a bit of a mix of tasks, while continuing to improve the stalker animations I have also been setting up the new Tool meshes. Now we start player’s off with a broken version of the tool that you will need to repair before you can use.

Andy – Lead QA

This week I have been working with Tom on the terrain tweaks and cliff rock placement. I have also been reviewing the changes made to the placement of assets with in the starting drop pod.

See you in the fray!

-Team Flix

 

April Development Update!

Greetings Pioneers!

Happy Friday! This week the new workbench has transformed out of the 2D concept into glorious 3D. Also our player arms have been updated to match with the new suit models, plus the always sneaky Stalker has been coming together with the new AI code.

Here’s what we’ve been up to:

John – Lead Designer

Mainly been doing the rounds, engaging with the work the guys have been showing off this week. Giving them quite extensive bits of feedback so that we’re all singing from the same hymn sheet as we begin to bind this beast together!

Matt – Art Director

For the majority of the time I’ve been focused on bringing our new work bench to life. This is our first step towards tier items that allow you craft the ‘next level’ or valuable compounds and building parts. The bench is meant to be something relatively basic in comparison to the top tear engineering visuals you see with upgraded turrets.

Lee – Technical Director

I’ve finally got the majority of functionality out of blueprint into code for the AI. This should give us a nice performance gain. I’m now looking at the AI rotations because we seem to have a few bugs with some of the code base that already exists. I also want to try and polish up some of the perception functionality now we have AI inside buildings and corridors.

Tristan – Lead Developer

This week I have been helping out with the direction for the melee implementation with Carlos, Yves and Marcin. It’s looking pretty good and we are going with something more modular so that we can easily adjust functionality and make sure we get it feeling fun and rewarding to play.

Tom H – Designer

These past couple of weeks I have been redesigning sections of the Silo and Eden Kit Facility areas. The design of these areas will allow players to explore and underground facility that has been overrun with mites and hunters.

 By designing these areas to have multiple entrances and various routes to take to the silo players will be able to explore these areas at their own pace and in their own manner and discover the secrets this abandoned Silo has to offer.

Captain Thomas – 3D Wizz Kid

I’ve had fun showing the guys the beauty of Substance Painter, which is going to lead to lots of beautiful new models for you all to enjoy!

As well as that, I’ve been slowly but surely reworking the opening terrain area, ready to hand off to some of the other devs so I can get to work doing the final polish on our cuddly, loving, generally adorable Hunters and Splintermites.

Carlos – Developer

I’ve been busy re-working the new melee system after discussions with Tristan, Yves and Marcin, this modular approach should allow us to build new melee weapons with mix and match functionality!

Lauren – Lead Animator

This week many discussions have taken place regarding AI and our priorities going forward with how we want them to behave. Now that we have Lee’s newly optimised AI code to hand we can start to refine the behaviours and get them feeling right. The stalker animations are still in progress but we now have a nice throw attack to add to the mix. I tried to include a gif but he has a new bug and no longer spawns projectiles, alas hopefully next week we can show you a video of him in the level 🙂

I’ve also had a chance to revamp the 1st person arms to update them with the new character meshes, a few weighting and material tweaks still to do but it’s getting there! (screenshot WIP)

Jamie – QA  

This week I’ve been testing out the new makeshift crafting system and I’ve been playing through the updated locations in the game. I’ve also been testing the latest build of the game to find bugs and crashes in both singleplayer and multiplayer.  

Andy – Lead QA

I have been looking into the necessity of a few of the pending features, clearing off boards and putting together estimates for John.

From there I have been investigating the crashes we have been having when AI kill the player, looking into the melee rework and evaluating the alterations to the HUD.

See you in the fray!

-Team Flix

 

March Development Update 5!

Greetings Pioneers!

This week our new workbench is taking shape, this will be an intermediary and rather makeshift unit that will be the stepping stone towards better tech.

While the current fabricator bench and armory will be used for crafting more high-end items, this one will be the very first crafting unit you are able to make and, in combination with our on-player crafting, will allow for smoother progression and gentler learning curve rather than having everything available at the start and quickly running out of things to do or work towards.

Here’s what we’ve all been up to:

John – Lead Designer

Along with my extensive administrative responsibilities, I have been working on designs surrounding the crafting system, Melee rework and the new HUD/UI implementation.

I am really pleased with the progression I have seen in the game over recent weeks and feel Eden Star has turned a page in terms of game play and the quality of the work that the team are producing.  

Matt – Art Director

I’ve moved onto high priority modelling work for our new crafting items. This includes some of the makeshift items such as poles, both scrap metal and metal versions, repair tape. All of which can be used to make items on your character.

The workbench is new addition to the crafting station tiers which has gone through a modelling blockout stage.

Lee – Technical Director

This week I have continued moving a lot of blueprint work which was recently added, over to code. I was hoping to be done with it at the start of the week, but I’m hitting a few bugs which were introduced by some new code to do with rotations, so progress has been a bit slow. I have also been doing some planning for controlling the amount of AI that can attack at a time and also some work to do with them searching for the player.

Ricky – Senior Developer

Progressing well with the HUD/Compass/Map marker system with TomS. We’ve also come across quite an annoying bug where the HUD stops displaying which is proving very difficult to track down.

Carlos – Developer

I’ve been working on some of our melee weapons, namely how we can make them modular enough so that we can begin mix and matching them to create some cool new melee weapons. As part of this I’ve been looking into getting the axe and the spear to work with the new system!

Captain Tom W –  Lead Cliff Wrangler

I’ve gone on a bit of a binge this week, wrestling the starting area into shape, to act as a template/baseline area for the other parts of the world. Hopefully everyone likes our beautiful new rock blends and sandy bits!

Joe – Lead Artist

More icons and pickup item modelling! I’m also going through a review of future feature updates that may affect art, and looking into new workflows and processes to help keep our art consistent and beautiful <3

OG Tom – Designer

This week I have been looking at implementing mineables inside the existing bases in the world, we are still exploring the best method to implement this without hitting the performance. But we have managed to makes all railings in the world mineable sources of scrap metal.

Also after a lengthy discussion with my fellow designers and developers we are looking at getting a new melee weapon system up and running so we can tie together that initial gameplay loop of crafting cool weapons to help you survive.

TomS – Developer

This week, i’ve been working on the new HUD/Compass/Map Marker system – showing relevant info when you’re looking at a bunch of pick-up-ables like medpacks, weapons and the like.  It’s coming along nicely, working on having just enough info without cluttering up the screen with stuff you don’t need to see.

Sam – Concept Artist

The design for the workbench is now complete, as you can probably tell from Matt’s blockout model. Over the course of its development it has been through over 6 different iterations, but it’s now at the right stage to be taken one step further towards the game world. Unfortunately last week there was no image posted alongside my blog entry, so hopefully now you can finally see some of the work that’s been going towards this particular item!

Other than that, I’ve been working on a more detailed render of a transmitter device that we want to feature in the opening stages of Eden Star’s campaign, It isn’t finished at the time of writing this, but its certainly shaping up and perhaps you’ll get a peek at it next week. Until next time, don’t eat too much chocolate!

Lauren – Lead Animator

The Stalker has been the main focus again this week, I’ve been working on turning animations and improvements to the attacks and reactions. We are giving the stalker a projectile attack (he will throw things) but also a good variety of melee attacks from different ranges. I think I will still include a Tail Attack, thank you for the suggestion last week! In combination with our rework to the AI system this should really make them seem more alive and less like unintelligent clawing-machines.

Andy – Lead QA

This week I have been investigating a number of bug that have cropped up such as the HUD disappearing then starting a new game, player controls locking up when investigating certain areas of the world and a crash when the player dies. This has resulted in me working my way backwards through older builds of Eden Star to see if we are able to pinpoint where the issues first arose in the hope that finding the cause will help with finding the solution.

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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