![]() Mike spent much of the week problem solving and updating or fixing existing assets to account for these changes.Īrt – Greatsword Animations: Scott finished updating and setting up a shared greatsword animation set. ![]() Tech/Art – VFX: Andrew has been assisting Mike recently to help improve his ability to make VFX that not only have added functionality but also look as expected in the client and editor. ![]() WIP – Tech – Server performance: Now that we have done a bunch of testing on worst-case scenarios, Rob is trying to get a more accurate performance profile for the server so we can continue to increase performance while reducing server costs. This gives us more power in choosing the types of calculations we use for these values and makes iteration time while balancing data faster. Tech – Gameplay – Ability Data: Christina upgraded how ability data is defined to give Ben better (faster) control over the balance of various ability stats, including: cooldown time, stability, and phase times. Tech – Gameplay – Exhaustion: Anthony reintegrated Exhaustion back into the game, along with some relevant bug fixes to resource threshold handling that came up as a result of it. So he has been working on a way to get some visual debugging information about the NavMesh and the data used to produce it from the server to the client, so we can view it in a productive way. WIP – Tech – NavMesh: Lee found a problem early this week where the server data for building the NavMesh isn’t matching what we are seeing on the client, and thus we are not getting a lot of the obstacles that we are expecting or needing. We will get this to work on the full screen windows first, but our goal it to have it work this way on all UI elements. WIP – Tech – UI: AJ is working on getting the ESC key to close windows instead of opening the settings menu. The new version will be able to handle permissions for rooms and all the stuff we need for a live game chat like local chat, warband, orders, campaigns, custom rooms all with secure permissions/ownership and moderation. WIP – Tech – Chat: JB has been overhauling the chat server. Later, we can add functionality to change these parameters based on time of day or location in the game world. This is very exciting progress for the artists, who want to have more control over the look of the game. WIP – Color Grading Controls: Andrew added a lot of parameters to the editor that will allow artists to change color values in the game. When complete, players will be able to create heraldry for their cloaks and banners. WIP – UI – Heraldry Designer: James continued work on the heraldry designer this week. In his free time, Matt also helped Tyler and Ben fix a couple of high-priority world editor bugs blocking their work. ![]() This work also allowed us to enable Colin’s work on items becoming dynamic and falling when they’re detached from the building but not explicitly removed. The actual functionality to do so hasn’t happened yet, however. WIP – Tech – BPOs (Building Placed Objects): This week and last, Matt landed some infrastructure work on BPOs that will make it easier to support large items (like doors and siege engines) not becoming detached as soon as their primary ‘attachment’ block is removed or destroyed. dB followed up on this and added ram “ready” and “unready” sounds, and began setting up ram movement SFX ahead of the upcoming tech. WIP – Tech – Audio: This week, Spidey started working on the audio of moving siege engines and the required tech to allow interrupted abilities to play unique one-off sounds. As always, pay attention to our tentative testing schedule to keep up-to-date with our testing.ģ hours: 12pm – 3pm EDT / 9am – 12pm PDT / 6pm – 9pm CEST ( Get Localization)įor the week’s highlights of work, let’s hit our Top Tenish list! We’ll have another follow-up email for those applicable Backers with more details. If you missed today’s livestream update with Tim and Andrew, you can find that HERE. Who does that?!īut clearly I have digressed! We’ve been getting lots done here that has been a combination of continued work on bigger projects like the NavMesh, BPOs, or battering rams, as well as new work, starting with environment concept art. As I (Tyler) am from the west coast, I’m still not used to the sudden thunderstorms in the middle of a generally bright and sunny day. We’ve had a busy week in the heat here in Fairfax VA, perspiring from not only the hard work but also the too-hot and muggy weather we’ve been experiencing. Busy Week in the Heat – Friday, July 12th, 2019 ![]()
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