Monthly Archives: December 2016

December Development Update 2

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Greetings Pioneers!

Debugging and balancing party! Much more needed testing has been done, and the results are promising, most importantly the crashes are few and far between at this stage. A large re-balancing pass for the minerals and their location placement has been implemented with the team testing these changes in multiplayer for extended periods of time, which is a very good sign.

In the mean time we have a multiplayer sneak peak video we made! so you can check us out taking on an ugly Thunderfoot beast.

Here’s a breakdown of what we’ve been upto in house!

John – Lead Designer

BUGS! We’ve been smashing them and now i’ve gone back to balancing and organising the team to fix more BUGS. Testing on the new Multiplayer is well underway and we are starting to invite a handful of people to help test the alpha builds very soon. Beyond that Matt and I have been cleaning up some of the introduction, placing enemy spawn points and have also started implementing new food names and types. You’ll no longer cook meat, but instead you’ll process nutrients and extract proteins to create functional sustenance in keeping with the game-world and setting.

Matt – Art Director

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So I’ve migrated to the testing department for a few weeks to help with balancing of the game and to get a bit more hands on with debugging some minor visual issues. Without a doubt Andy is enjoying my company. I’m sitting right next to him as I type this. giving him the determined ‘let’s do this’ look, we then proceeded to smash our foreheads off the desk in one single moment before grunting in an outwardly determined fashion, ready to tackle the impossible.

Lee – Technical Director

So this week I have been looking at trying to tweak our navmesh generation because we are not getting the results we would like from it. I’ve also been trying to add more debug functionality for our AI for some hard to track down bugs.

Tristan – Senior Developer

This week I have been looking into some more bugs like uncapturable structures. I have also started profiling for some more possible optimisations of the structures.

Yves – Senior Developer

Fixed up some hard to track down client crashes with Andy. Also went base raiding 😀

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Ricky – Developer

Helping test out the new multiplayer gameplay and working on bugs we’ve found from this testing. We’re also looking into extra possibilities as to why some players have not been able to see certain servers or their own servers at different times to see if we can streamline this process.

Carlos – Developer

This week has been another multiplayer focused week. I’ve been debugging some of the inventory replication issues that we’re having. As well as making sure we’re updating blocks built to avoid any complications when replicating them.elephantattack

Also have been getting killed by our very own Art Director as he attempts to hit enemies.

Marcin – Designer

Since the last blog I have been working almost exclusively on debugging. I had a few visual bugs to fix with the buildings, such as removing the last of the logic that made lights reliant on the power network or the laser turret not always switching off when it should. However the main two systems I was chin deep in this week were the IKs and the navmesh.

It was quite apparent by the jittering of the elephant’s legs that not everything there was happening as intended, so I took a long hard look at my logic and found just how convoluted it was. I cleaned it up and immediately the feet stopped jumping up and down on steps. Now I am working on aligning the body to the slope, but that’s still work in progress.

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The other big one was the navmesh. Oh yes, more navmesh. We are currently suffering from 2 bugs which are causing our poor unfortunate creatures to get stuck on random objects. Here you can see from my debugging test that sometimes, and only sometimes, which is why it’s so hard to catch this, the avoidance areas around obstacles get lost inside biomes. It’s a complex one, but I’ll get to the bottom of this… eventually. 🙂

Joe – Environment Artist

This week I finished the placement of our Onyx/Mountain biome Basalt rocks. It’s a simple change on the surface but we hope it’ll drive more exploration and interaction in areas of the map that were lacking previously. We want players to have to explore and experiment to find what they need – rather than hoping the random number generator Gods will work in their favour. I’ve also placed Obsidian rocks in – these are extremely rare and contain Diamond and Uranium Crystals which you couldn’t previously get. Be sure to trek to high altitudes and dangerous biomes if you want any hope of finding them.

I also did a balancing/fixing pass on Material distribution, added early new visuals for Basalt, Obsidian and Sandstone, and fixed a bunch of level-related issues, again. Don’t blame me, it’s a big map 😉

Lauren – Animator

This week I have been working with the rest of the team in smashing multiplayer bugs and carrying on with implementing and debugging hit reactions and staggers for various creatures. I have started with the Cerberus and the Splintermite but more hit reactions will be coming because it is so satisfying to hit them in the face. I can’t wait to play the new map with you all very soon!

Andy – Lead QA

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The majority of this week was spent working on multiplayer issues such as inventories disappearing, unable to craft in various utilities and server crashes. You will be happy to know that the guys worked their fingers to the bone and got so many fixes, tweaks and balancing in I’ve been rushed off my feet trying to confirm all of them. Late night and little sleep has all been worth it as the game feels like it’s really coming together.

See you in the fray!

-Team Flix

December Development Update

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Greetings Pioneers!

So we’ve been very busy knocking out fixes, like a digital boxer. We’ve been solving some major issues with the game and its performance this week. We’ve begun adding an early version of our long planned survival feature known as ‘corruption’ which in essence is similar to radiation poisoning except without the horrific mutation effects.

Exposure outside of your Eden Kit shield, certain areas of the Island, consumption of contaminated food and attacks from creatures are all planned to influence your corruption level. Luckily you’re able to develop Treatments using the new treatment station which we’ll be implementing with our next release!

John – Lead Designer

Reviewing the build and debugging! We are hitting bug after bug at the moment with the new replication system which has mainly surrounded ownership, this has meant that I came off what I was doing with designs and started to get back into the build to look at supporting testing. This weekend I’ll be creating a build to test from different places in order to launch servers and see what issues we face. If you want to help us out with this over the coming week, please let us know!

Matt – Art Director

Completed our data collection spree with Joe for our rock distribution throughout the Island, this is so we can revise ‘clusters’ of rocks for better visual association/balancing. I’ve also been developing item designs for our corruption treatments, as well as implementing the treatment crafting station, otherwise known as the medical station.

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Lee – Technical Director

I have continued this week with looking at a few multiplayer bugs to do with AI and looking at multiplayer performance. I’ve also been looking at changing some of the framework to do with AI to hopefully allow for a quicker turnaround time.

Tristan

This week I have been helping out debugging a load of multiplayer bugs to do with our new structure replication logic including duplicate turrets which sounds like a feature but one of them doesn’t do anything 😀

Yves – Senior Developer

I’ve been helping guide Carlos on looking into a bug with loading a save and assigning the correct team affiliation in Multiplayer. This has a bunch of knock-on effects that, once it’s fixed, should mean that a good number of the critical issues are fixed up! So, next week’s build should be looking a lot better once this is complete and in.

Marcin – Designer

I’ve been working on a few experimental features this week, while the work on multiplayer fixes and balancing are going on. Firstly, I implemented the very basic first pass of the Infection mechanic a few days ago. Infection is a new survival statistic, with less combat and more story driven consequences. Infection gets worse the more careless you are (if you eat raw food, breathe contaminated air, don’t treat your wounds, etc.), but you can control it with the use of various treatments. However just like with real diseases, if you abuse one cure too much, it will become less effective. That the general idea.

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On top of that I was also further experimenting with the “Stalking” behaviour for the AI. Just to remind that’s the behaviour that should be happening after you are noticed by the creature but before you are attacked. It’s all still in the air, so i’ll give you more details when it’s getting implemented.

Ricky – Developer

Bugs glorious bugs. Bugs are virtuossssaarrrr. I’m a bug, you’re a bug everyones a bug bug. Fixin bugs… chaaa *jazz hands* But seriously, we’ve had a few graphical issues to iron out since we did an optimisation pass on the HUD and inventory screens, which has required careful tweaking to hit that nice middleground where visuals and performance work in unison.

Carlos – Developer

I’ve been looking into structure ownership, figuring out how to make my turrets stop shooting at me and just love me instead. This is a lengthy task, looking into how the server saves our built structures and how it loads them when the server has been shut down.

Joe – Environment Artist

Mainly bug fixes and rock adjustments this week! I’ve also placed the new AI spawners around some of the bases and worked a little on spawners for the large corrupted base. There are still some issues to clean up here but we’re confident it should make base exploration much more exciting.

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Disclaimer: the visuals are for clarity of placement only, we aren’t actually adding pink rocks.

I believe I have fixed all the remaining major issues with the Intro sequence, including duplicate Pioneers, cleaning up AI spawners and removing the Pioneer butt-shot (sorry guys). Most of my time has actually been spent removing and re-balancing rock outcrops, focusing on the mountainous/rocky shelf areas, make them more fun to explore and add a reason to explore in the first place!

Lauren – Animator

Moved onto rigging for other creatures and adding flinch animations which we’ve been syncing up with push back attacks such as single blast. Take my word for it, it feels SOO much better with these hit reactions now going into the game.

I also animated myself going on holiday. Kind of like a digital voodoo doll.. and it appears to of worked! I’ve been magically transported to having a few days off before getting back into it next week.

In hindsight animating myself back flip everywhere I go wasn’t such a good idea.

Andy – Lead QA

Once again, this week I have been looking into the issues we are having with multiplayer and relaying them all back to the dev team.

We have debugged our fancy new intro sequence, fixed some minor collision issues with the new medical station asset, did a balancing pass on our first implementation of the new Infection mechanic and working on debugging an audio issue a member of the community is having with single blast.

Massive thanks to @Terik92 (twitter handle)  for being so patient and understanding. Go check out his YT channel and show him some love. (https://t.co/XpNtTfKnpy)

See you in the fray!

-Team Flix