Category Archives: Progress

October Development Update 3

Greetings Pioneers!

Progress is developing nicely as always! We’ve made a choice to move to a new sky system that allows us to be more dynamic with weather and atmospherics. Vehicles and AI and still at the top of the list, and we’ve been testing our new modular behavior structures, where we have created three variants of the ‘mite’, each of which with a different attack type, more about that below…

John – Lead Designer

This has been another hectic week of balancing the materials and crafting with Mr. Whittemore, hashing out the finer details of the multiplayer designs with Tristan and Andy, and looking longly out of the window waiting for Matts return.

Matt – Art Director

Back in action, mainly catching up with the team and getting focused on the additional vehicle design work that has been done, a lot of which is focused around getting a scale that feels good set in stone.

Lee – Technical Director

This week I have continued to work with identifying bugs we have with the new version of the engine. I’ve also been working on some designs for controlling AI so you can command them to work for you.

Tristan – Lead Developer

This week I have been working on tweaking the interaction systems with Eden star to make it so that we can interact with the world easier. I have also been fixing up some multiplayer interaction issues as well as helping to design our new multiplayer experiences and systems.

Ricky – Senior Developer

Continuing fixing bugs from the engine update. I’ve potentially found a network replication mismatch and a problem with getting stuck on the loading screen which looks so far like we have to optimise the game to fix it fully, though I found a temporary fix for the time being so the rest of our fair and growing team can continue unhindered.

Olly – Junior programmer

With the help of Tristan and Tom I have continued my work on the vehicle system. More specifically moving our initial prototype into code.

Tom – Designer

I hate sand, it’s coarse and rough and gets everywhere. It’s also been a lot of fun working on some lovely new sand dunes for our more arid sections of landscape. The next stage is working on nice, natural looking transitions between the areas, which should be an exciting challenge! Really looking to showing you guys the final results!

Marcin – Designer

I’ve spent the week fixing bugs with the new AI behaviours and attacks, such as:

  • an attack would immediately get performed again after it was interrupted. The interrupt, it does nothing.
  • If an attack was performed that allows another attack to be performed immediately after, all future attacks would be performed without delay. Rapidfire mode.
  • some attacks would cause the creature to float, sometimes far into the distance. Super-disengage.
  • Some behaviours had the creature suddenly turn away from the target and stay that way, looking very upset but claiming everything was fine.

Additionally, I’ve started working on the stalker creature, reworking it to fit the new system. Right now I am expanding how we are manipulating the Ai speed for various behaviours and how more complex attacks, such as ones involving custom movement can have additional conditions between phases. For example, a running attack can skip a telegraph phase if the creature is already running, but include it if it’s not.

Lauren – Lead Animator

This week I have been helping Marcin out with some of the AI locomotion animations and their native speeds. I have also been continuing with the finishing moves and 3rd person animations for the Axe.

Andy – Lead QA

I’ve been continuing with the multiplayer design documentation, making sure that all aspects have been considered and accounted for.
We also got a new merge for the updated version of the engine so myself and Jamie managed to get into a multiplayer game and test and report issues that we found with Multiplayer.

Sam Russell – Concept Artist

A single seater vehicle is pretty much a must for an exploration survival game, this is where I’m at with some of the basic shapes.

See you in the fray!

-Team Flix

October Development Update 2!

Greetings Pioneers!

This week we have some shiny concepts for our new vehicle designs for you to feast your eyes on, It’s looking good! The first vehicles we are working on is a single person hovering speeder and a much heavier transport with 6 large wheels. You are welcome to suggest some names for these! Bring on ‘Wheely-Mc-Wheelface’ 😛 In other news, we are making good progress on the environment work and the AI. Check it out below:

John – Lead Designer

This week we have been working through the first vehicle designs and refining the details for progression within crafting for both single and multiplayer. It’s a LONG back and forth, but I think we finally have a curve that includes “Makeshift Items” as the craftables on the player and the basic materials that you need to craft the “Replacement Build CPU”, “Makeshift Optical Laser Array”, a Makeshift Spear (I know… bear with me – it makes sense when you see it…) and a Shiv! 😛 In time this will all make sense, and yes, you can still build the Anti Grav Module (Smash!).

Matt – Art Director

With my holiday looming ever closer I spent the start of the week on a slow down, the middle of the week on a complete stop and now I’m actually on holiday. I wish I was there in gloomy old England to see all your wonderful faces, but…well….ok I’m lying! Later peeps!

Lee – Technical Director

This week I have been working to resolve issues with the new version of the engine which were preventing us from building and running the game. I’ve also been helping with the discussion about new AI we would like to introduce to the game.

Tristan – Lead Developer

This week I have been fixing up some multiplayer bugs, engine bugs and also ironing out our updated multiplayer design with Andy and John.

Yves – Senior Developer

Working with the other devs to help fix an issue we have been having with traces that enable the player to interact with items in the world. Before it was using the same trace that the weapons and the RMD Tool modules used, but as we are changing what the player starts with we’re having to alter this.

Ricky – Senior Developer

I’ve looked into various crashes and issues from the QA Team – specifically ones to do with changes to weapons and what’s come along with engine updates.

Marcin – Designer

I am continuing with the AI combat work, but more specifically on all the parameters that make each behaviour unique and yet part of the same system. Examples of that would be: whether the attack can be executed while moving or does the AI have to stop to do it. Another one would, how closely in front of the AI do you have to be for the behaviour to trigger, or does the behaviour even care about that? Or when we request a new move, how fast should the AI be going, should it slow down before it reaches the destination, if we are already moving, which one should take priority? Rules and options, all of it. At the end of it the “leaf” tasks of the “behaviour tree” should have enough variety that each creature should have its own character even if they follow the same “trunk” behaviour behind the scenes.

 

Tom – Designer

Landscapes have taken a back-seat this week, with most of my focus being on our brand new vehicle prototypes, working towards optimum bounciness. We’ve got some really great variants up and running now, so can’t wait to show you guys our progress in the coming weeks!

Once we’ve updated our engine version I should be able to start adding some really cool new features to our environments.

Alex – Designer

I’ve been a busy little beaver, working my fluffy tail off at getting the inside of our new interiors textured and up to scratch!

Lauren – Lead Animator

This week I have been continuing with the third person animations and the Axe. It’s coming together. There are some tweaks still to come, still blocking animations and various pared actions such as finishing moves left to do but it’s getting there.

Olly – Developer

Vehicle prototyping has been the order of the day/week! Mostly working on getting physics to feel right and sorting bugs with wheels not behaving how they should.

Carlos – Developer

I’ve been looking into co-op bugs with not being able to equip modules after our system changes to separate the modules from weapons. I also found a few issues with our use and interact systems that I’ve been beating into submission (using the ancient power of code).

Jamie – QA

This week I have been testing the new engine version and checking what works and what doesn’t work in the latest build. I’ve encountered a few bugs that I’ve been working with the team to sort out 🙂

Sam – Concept Artist

Bring on the vehicles!

Andy – Lead QA

I’ve spent the week testing the new version of the engine with Jamie to ensure that it is all working correctly and there are no huge problems before we merge it with our main branch. I’ve also been in design meetings with John and Trist working on our new plan for multiplayer which, after discussing with the rest of the team we are all really excited about.

See you in the fray!

-Team Flix

October Development Update!

Greetings Pioneers!

This week we have been making more awesome progress on various areas of the game.

The new areas of landscape make traversing via vehicle a breeze. That’s right we have been working on prototypes and designs for vehicles! We have also been continuing work on our early objectives system for single player. Exciting stuff!

Here’s what we’ve each been up to:

John – Lead Designer

This week has been full of exciting design meetings. We finally have a direction plan for multiplayer that will encompass all our current systems (along with a few new ones) in a fun and interesting way.

Matt – Art Director

Whilst myself and Alex were working through lighting benchmarks for the bases last week I’ve been helping the guys out with vehicle setup and design over the last several days. The final visuals will be dictated by the function of these different vehicle types, we’re pretty happy with the different purposes and already have some nice looking silhouette/concept work to go with it.

Tristan – Lead Developer

This week I have been discussing and planning out the game type details for the next stages of multiplayer with John and Andy. It is all very exciting. I have also been reviewing the objective system for the game so that we can get some objectives set up in the world for some fun direction to the game.

Tom – Designer

I’ve been busy working on creating some shiny new vehicles for our intrepid pioneers to explore the world of Eden Star in. Hopefully you guys will appreciate them in all their bouncy glory!

Now that we have some sweet new vehicles, we need a nice new area to drive around in, so have spent the week generating some new landscapes to explore. 

This is a more fleshed out example of the final quality (pre-vis) of what we’re aiming for..

Ricky – Senior Developer

Looked into progressing the latest engine update, some new and rather handy features will be made available for the art team when this is done.

Marcin – Designer

I am continuing the work on the AI behaviours and attacks. I’ve implemented the first area attack and the first ranged attack that work with our new combat behaviours and perception. I also implemented the system for attacks to be able to use supporting visual actors, which will come in very handy when we need an attack to create or manipulate any objects during its execution.

Alex – Designer

Continued with asset unwraps for the base sets! They say UV unwrapping is like a jigsaw puzzle of chaos that can strike fear into the hearts of men! But not this day!

Lauren – Lead Animator

This week I have been continuing with the third person axe animations, there’s still some work to do to get them looking like they are hitting the objects you aim at (also you can’t interact with anything in 3rd person yet) but it’s getting there!

Sam Russell – Concept Artist

Hey there people! I’ve been brought on board to kit bash together some important visual design work for our vehicles. We’ve been focusing on two types, a speeder and 6 wheel transport/shuttle bus.

Andy – Lead QA

This week has been a massive push for finally getting vehicles in the game. We have had our new artist getting some cool concepts together and our new programmer getting a working prototype into the game.

See you in the fray!

-Team Flix