Monthly Archives: November 2017

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