So it seems my estimation on how long the LOD Fiesta I started mid last week would take was way off. I got it all done by Thursday night 🙂 Was in the zone something fierce.
Since then I’ve been fixing up a couple of minor things like the pistol icons and some world item scale issues.
I replaced the placeholder Clan Creator with a super sexy, metal, military medal style asset. This was a lot of fun to make and I dusted off my old skills from my days working as a collectible coin designer back in 2006. Really happy with this.
Next up I’ll be going over a bunch of old assets to bring their texturing and models in line with all our current gear. I’ll be changing the Stone Hatchet, the Axes and the Pickaxes. I may even get round to a redo of a couple of other things but this will keep me busy for a week or two.
This week I’ve been polishing off the mechanics for the Mozzy. I went pretty hard on the simulation tip with destruction, making it so clipping parts of your blades on anything will apply forces to your main body as well as eventually destroy the blade item after enough contact with objects.
Once you lose a rotor you will lose the simulated function of that blade completely. Losing your main rotor will make you fall out of the sky with your tail rotor skill throwing you into a spin, losing your tail rotor will cause you to spin uncontrollably but can still be landed safely if you’re lucky.
Impacts with the body are split into 3 damage curves: Skids, Body and Tail, Each one becoming more fragile. Reaching zero health will cause the vehicle to explode in a fireball depending on the amount of fuel you have left.
Engine of the Mozzy can also be shot out to kill power to the rotors and this power will scale down depending on the durability of the engine meaning well places sniper shots will force a pilot to land their helicopter making it possible to steal instead of blowing it up. Hopefully this will create some gameplay situations.
In all this thing gonna kill you lots, which makes us able to distribute them fairly easily without worrying they are too powerful. Bring the chaos!
Hello! haha, this week I had a bit more of a look into LoDing the town events and we decided it was a bit more of a programmer job. I ended up moving onto a bunch of other stuff on my list, one of the things we have needed for a while now is “Hat Hair” for the characters, so I ran through and set up a basic hair style to fill out the hats so all the characters don’t just look bald. Definitely a much needed fix, don’t really know how that’s gonna be controlled for those who want to be bald with hats on but we’ll burn that bridge when we get to it. I also did the LoDs for the male and female character for our performance pass, they were a bit of a mess and there were some problems so first up I had to organise and fix the characters up a bit, but the actual creation of the LoDs went really smoothly with the settings Mills set up. Next up will be cutting down the amount of rocks in all the mountain stamps and reordering them in a potentially better design.
Another week has come and it’s time to start tying up loose ends of the past couple months. Preparing all the new menu assets to be implemented, finalising UI icons for the Mozzie and Slug.
The audio on the trailer is something else that has needed attention. I have been checking all the recorded audio and making sure it is audible over the music and in a lot of cases I have replaced audio due to it being muffled by other effects or environmental noise.
Next week we get stuck into the soundtrack,
This week I’ve been continuing on setting up persistent town loot and working on vehicle implementation.
Progress has been a bit slower than hoped as making changes to Nullius was a more complicated process than I assumed and so I decided to fix a few bugs in our map tools to allow us to speed up the iteration process.
This means I haven’t been able to iterate over the balance of the new persistent town loot very much to find the right values for things like spawn density, respawn timers, loot table quantities and probabilities.
I’m still going through testing and tweaking these values now and should be able to get them to a decent spot for tomorrow’s experimental patch release but don’t be surprised to see some hotfixes next week further refining these values. I think this is a better way forward than delaying the patch to give us more time, plus it gives you guys an opportunity to give us feedback and influence our direction with the balance.
I’ve also been making some fixes to clan totems and territory control totems, now you’ll be able to authorize onto a clan totem and capture territory control points as a recruit (was previously restricted to officers and owners).
This allows recruits to still get involved in the action without an officer online and means clans no longer have to promote all members to officer just to have more hands capable of capturing the objective. Deauthorization is still restricted to officers and above to prevent recruits double crossing a clan by deauthing them from their home totem.
Territory control points will also reset their minimum rank build restriction to the recruit level after being captured, this stops clans setting the build restriction to clan owner as a defensive tactic as when capturing an owner restricted territory you would not be able to build your own defenses without your clan owner online and close by.