November Development Update 3

Greetings Pioneers!

More in the way of progress this week as we continue to fix up AI bugs and pull more of our new systems together. We are designing the layout of encounters and interactive elements for the new map while we go back and make some basic iterations to the layout.

There are now a lot more smoother sloping areas that make it easier for vehicles to traverse but also make it easier for walking AI to reach you. That’s right, be scared, because you will truly only be safe in your bases when we unleash this beastly revision.

John – Lead Designer

Decisions must be made, a lot of my time right now revolves around breaking down the parts of the design into manageable chunks for the team. So currently i’m working miracles to get people onto the right areas of the game, and it’s always a bit of a juggling job as tasks exchange hands.. I did always want to perform in the circus and in a way production is pretty close to that 😉

Matt – Art Director

I’ve gone back to paper based design with the guys after our initial playthrough to fully flesh out our location placements and general layout on the island. This will always be important as a reference point for the designers who get stuck into the details. The finished layout will be handed off to teams which will develop each area in more detail.

The process will be driven by purpose and meaning behind every outpost in these areas, which in turn will then tie into our single player discovery based storytelling mechanics.

Lee – Technical Director

This week I have been reviewing the turrets in-game and making the changes where needed to start using the more designer friendly AI system. I’ve also started reviewing the Biomes ready for them to be places into our new map

Tristan – Lead Developer

This week I have been checking over a load of the development work with the other devs and looking into some of the new bugs we have gained after updating the engine. Super fun. I have also been fixing up some interaction logic as it doesn’t work for every situation currently.

Olly – Junior Programmer

I’ve been continuing on with my work for the vehicles, this week looking more closely at a boost function that will give player that extra little “umph” to traverse the steeper terrain. I’ve always been honing my tea and coffee making skills as my perpetual dabbing around the office required a punishment. In the form of making hot drinks for the team it would appear.

Marcin – Designer

I have been doing a lot of reviewing, fixing and generally tying of loose ends. I’ve had a good look at the level in terms of system being properly in place, such as: is the navigation mesh everywhere it’s supposed to be? Are the perception and flying volumes covering all the space they should? How about collisions? Can you build and walk on the appropriate surfaces? When making a game level it’s so easy to only focus on how it looks and feels and forget that it has to work too.

Moreover I’ve been fixing more creatures to work with the new systems and identifying where we are missing animations. We have a working stalker, cerberus, and I am working on the ika now. The new tech we are facing with the first 2 are leaping attacks, which still have some bugs. Those are the melee attacks that can begin from far away and where the creature jumps into close range to deal damage. I am still making my mind about how much the creature can turn or steer during.

Tom – Designer

I’m continuing the work on the macro level for out terrain, following some curation from John and the gang after a play session. Looking forward to showing everyone the progress we’re making very soon!

Sam – Concept Artist

After further reviews with John, Matt and Andy we have finalised the overall shape of both the heavy and light chassis vehicles. From there I’ve been working on a top down view for both of the vehicles so the modellers have all the proportions to make a start on it.

Lauren – Lead Animator

This week I have been refining locomotion for the stalker now that we are having the ability for all AI to strafe (though not all in the same manner). I have also been continuing with the axe and finishing moves.

Andy – Lead QA

It’s been a week of meetings and conversations regarding next steps for Eden Star, some ended in a peaceful while others ended like a scene from Mad Max Thunderdome. On the whole though we got a lot sorted, fixed and tested a few of the bugs remaining from the engine update and ended the week positively.

See you in the fray!

-Team Flix

 

November Development Update 2

Greetings Pioneers!

We have begun the extensive process of bring the new landscape to life, this involves re-integrating all the world systems into the newly defined areas.

We’ll be putting a series of development updates out that give everyone a better sense of the scale we’re aiming for. To say a lot has gone into the planning before committing to this layout is an understatement.

Having a world that truly compliments the game features new and old is exciting, and we believe the time we’re taking to do this will improve the game for the community vastly. So again we very much appreciate your support and feedback that allows us to continue working through these changes!

John – Lead Designer

I’ve been talking to Olly about how we improve the initial vehicle setup and polish gameplay. In addition to this i’ve been reworking the fuel designs to meet with what Tom has been working through on the material/resource setup.

Matt – Art Director

Copious amounts of detail have been going into the design of the terrain generation for the new design. We’re toying with expanding the world, and making resources more sparse to encourage more travelling for those feeling adventurous. It also very much justifies the use of vehicles when they are introduced. So you can expect for exploration with faster journey times.

Lee – Technical Director

This week I have continued to add more functionality to our new ‘Point of Interest’ component. They can both attract AI to interact with them or different types of AI can be repelled so they will avoid them. The component can also hold multiple scripts which are passed out to the AI with instructions for the AI to follow and complete tasks.

Tristan – Lead Developer

This week I have been helping out with a few engine bugs as well as getting the new interaction working and tested. I have also been overseeing some of changes to the tool modules so that they behave more like weapons which should make for a more customisable loadouts.

Yves – Senior Developer

Thanks to our huge new landscape, I’ve reworked the objective system to help guide players in the initial stages of the game, as well as hint at nearby points of interest to investigate with your friends.

Tom – Designer

“Pharus 7 isn’t a place, it’s a people.”

Cheesy references aside, I’m happy to present our shiny new landscape!

There’s still plenty of work for us to do, like adding roads and likes for you all to explore, but this should serve as a solid foundation for the new terrain. As usual, any suggestions for any particular biomes you’d like to see in the world are always welcome!

Going forwards, you should be seeing much more in the way of pretty new screenshots, now that it’s properly in engine and all our wonderful artists can sink their teeth into it.

Olly – Junior Programmer

Hey everyone! I’ve secretly working behind the scenes on some fancy new vehicle controllers for the game, which should hopefully lead to some fun vehicular shenanigans when they get released down the line. Most of my time has been spent doing R&D as to the best way approach them, such as whether to write them completely from scratch, or build upon Epic’s vehicle templates.

 

Sam – Concept Artist

Following further feedback from John and Matt I have been tweaking the look of the heavy chassis vehicle to give the player a greater field of view while in the cockpit. We also decided that a door on the side of the vehicle would be beneficial to game play.

Lauren – Lead Animator

This week I have been continuing with axe finishing move animations and the kill move system. This will be a pared action between AI and the player with animations based on the height of the AI along with variations so that there are slight differences each time.

Andy – Lead QA

I’ve been testing the game as a whole this week to make sure that we have caught all those pesky bugs that came running in with the engine upgrade. I also got to play around with the new voice chat in multiplayer. It see needs a little work but I can at least now talk to other players instead of trying to type all the time.

See you in the fray!

-Team Flix

November Development Update!

Greetings Pioneers!

Proper footage has crept out of the studio showing our revisions to the AI behaviour systems today, and it’s right below for your eyes and ear holes to consume! Feast on the work in progress that now allows parrying and stealthy approaches to sticky situations.

Here’s what everyone else has been upto:

John – Lead Designer

They call me the Juggler, the bouncing man, the forwards and backwards walker. I’m there, then i’m here, then i’m there again. Never in one spot at any given time. The transporter, the transmitter of information, I’m now in your mind, and you had better get that work done or I’ll be in your house.

Matt – Art Director

We’ve been moving our designs into world machine to get a feel for the new island layout. This incorporates sections of the previous layout and topology so it won’t be all that unfamiliar. The main brain bender is getting the points of interests to work well within the new styling of the environment.

New locales must be visible from others and so forth, so journeys can be visualised and planned by players to these new and mysterious places.

Lee – Technical Director

This week I have been debugging a few issues with the code that manages Hives in the world. Seems to be working fine now. I’ve also been putting some more work into the ‘Point of Interest’ component. This will enable us to add extra functionality to our AI by marking items in the world which will get their attention. This component will also be able to give instruction to the AI to perform certain tasks.

Lauren – Lead Animator

This week I have been continuing working on some satisfying axe melee kill moves for finishing off enemies with a crunch. I have also been working on some new tiny Mite varieties, I think i will need to add some stomp finishers…

Olly – Junior Programmer

I’ve been continuing with my coding of the new vehicle system. I added some optimized traces to the front of the prototype so that players will be able to knock down trees or destroy them completely if they hit them with enough speed. It was also discovered that this new feature, when used on other players causes them to go flying into the air like a ragdolled superman.

Tom – Designer

I’ve spent most of this week inside World Machine and the Unreal Material Editor, taking lots of inspiration from the open worlds found inside AC: Origins and ME: Andromeda. It’s been a slow process, but I’m confident that we’re approaching

Sam – Concept Artist

I’ve been continuing with my work for the vehicles. After a few reviews this week and a lovingly positioned pioneer silhouette from Lauren I feel we are pretty close to the finished product.

 

Andy – Lead QA

After a few teething issues with the initial update of the engine to 4.17 we have been cooking and compiling like mad but managed to get into the game and begin our all encompassing tests. There are a few issue with turrets not attacking AI which we believe is down to the new AI logic Lee has been working on, but other than that is it all looking good.  

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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