![]() ![]() Things are coming along nicely but won’t be ready for the rolling out in the patch on the 13th. This week has involved a lot of trailer footage shooting and more progress on the Mozzy damage model. Was lots of fun, however now I have a heap of footage to trawl through, I better get stuck in. As we progress through the trailer we keep finding better techniques during the capture that i want to implement across the board. We captured various scenarios including early stage combat, raiding and long range gunplay. Last week we found the major dificulty was trying to achieve realistic gameplay footage yet keeping the visuals fluid enough to cut nicely in with rest of the cinematics. Henryīeen another interesting week of collecting footage for the trailer with a focus on PVP combat. We’ll be releasing the next experimental patch on Thursday the 13th of December which will include the return of persistent town loot, rebalancing the vehicle system (removal of insurance and vehicle destruction, return of destructible wheels and making building a vehicle more achievable), return of the large mining rocks in the final biomes and craftable dynamite along with a bunch of bug fixes and other small changes. With the spawn director fixed up I’m now moving onto setting up then iterating over and tweaking the spawn configurations for these towns trying to find the sweet spot in loot density and respawn times. I ended up finding a couple of problems and regressions since legacy, mainly a race condition with our loot position marker registration and our spawn director initialization, also another bug where SpawnerCellUpdatesPerFrame in ServerConfig was being ignored due to cell updates not being tracked properly. This led to me going deep into our spawning system to find bugs and get to the bottom of what was going on. This week I’ve been continuing adding persistent town loot back into the game which lead into a deep dive into our spawning system.Īfter setting up a whole bunch of extra loot spawn points in all the towns (extra points compared to the set that the loot frenzy events run off) and configuring our spawn director to spawn loot into them I noticed that the spawns weren’t really behaving as expected and often the explicitly set loot points weren’t being used and the system was falling back to random positioning instead.
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