Monthly Archives: March 2016

March Development Update 2

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Greetings Pioneers!

It’s been a week of long hours but epic progress this week. We’re debugging the new inventory, creating new armour sets and big boss fights…

Here’s what we’ve been up to:

John – Lead Designer

I’ve been pushing the team like a slave driver all week in order to get the work done that we need to for SXSW.

Matt – Art Director

The Paladin armor set has been on the cards this week, baking and exporting the components that will be interchangeable on the characters under suit. Been working closely with Joe on this one so everything is structured the same in engine ready for swapping of the individual parts.

PaladinArmourWIP

Lee – Technical Director

This week I’ve fixed a few very rare crashes with the AI. I’ve also been working on perfecting the combat with the new Juggernaut. It’s taken longer than hoped just because of what we are trying to do with the combat for these larger creatures.

Tristan – Senior Developer

This week I have been working on implementing the save functionality for the new inventory system as well as working on bugs with the inventory overall.

Yves – Senior Developer

I have been working hard to eliminate all of the bugs to do with our new inventory and build features.

Joe – Environment Artist

Big push this week on getting the Cybermancer armour model, textures and weighting complete and in-engine!

CybermancerArmourWIP

Ricky – Developer

Cleaning up the UI visuals after getting the new system functionally complete, all the while  squishing bugs.

Marcin – Designer

This week has been all about tooth pain and the Juggernaut. Lauren, Lee and I have worked quite extensively on polishing its various behaviours, reactions and attacks, from a charge, stomp, death and all the way to its reaction to being pulled and smashed.

Lauren – Animator

This week I have been working with Marcin and Lee on the Juggernaut encounter, animating attacks and finishing moves. We wanted the encounter to feel amazing, and although it’s got a while to go before it’s ready to go in game it’s looking pretty sweet. No sneak peeks just yet, you’ll have to wait and see… 🙂

Simone – Concept Artist

Hi Everyone! This week I’ve been working on new scopes for our weapons, such as Iron Sights. Also this week I’ve started work on a list of different utilities beginning with the Small Wall Storage unit.

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Andy – Lead QA

This week I had the opportunity to briefly get into the engine and carry out some remedial tasks for the new inventory system. Once these were complete it was business as usual, I tested the new armoury, lockboxes, drop bags and audio as well as the new inventory. It appears we have loads of cool stuff coming your way very soon

See you in the fray!

-Team Flix

March Development Update!

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Greetings Pioneers!

Things are moving along swimmingly this week. We are finishing up the new inventory system to be feature-complete, hooking up the UI and upgrades and testing the new storage utilities. We have also been making some key adjustments to the Materialise Module, allowing for modifications of existing structures.

Want to fortify a wall? You will be able to simply aim at the wall with the fortifications modifier active and the matching fortification hologram will automatically be selected. Want to add a light? Simply aim at a wall or ceiling with the lights modifier. After today we will be in the debugging stages of these features so hopefully you won’t have long to wait before you can play with them!

John – Lead Designer

Paperwork and more paperwork, and spreadsheets! In the midst of all the numbers I’ve been planning for our SxSW visit with Andy and helping the guys structure gameplay footage and prototypes for our next milestones. Some of which we’re hoping to give early previews of at SxSW! In addition to this we’re looking at degradation, which leads me to a few design questions i’ve got for you;

  1. How would you feel about food stores in the game, farming, depreciation of resources and the like?
  2. If we were able to add either progression (XP, more unlocks, utilities etc.) or Enemies and drops (Juggernaut fights and boss style encounters etc.), which would you, the community like to see first?
  3. New Weapons, Armour or New Tool upgrades/Smash “moves” and Combo’s – which would you like to see first?

And finally…

  1. Is gibbing (blowing heads off your enemies or pulling apart an Ika using the Tool) high on your priority list? (In multiplayer this could be interesting…!)

Marcin put this together from one of our design discussions following up from the work last week for those people interested;

EnergyHarnessInteraction

Beyond this i’ve been working through the UK Tax Relief forms for the amazing people at the BFI to sign off so that we can put the funding back into production. FUN! If any of you are UK based Indie Dev’s who want to talk this process through with me, feel free to drop me a mail at info [at] flixinteractive [dot] com

I can’t wait to get back to designs and work through the new inventory crafting and items this week coming!

Matt – Art Director

Been working with Marcin on more polished destruction visuals for the build assets this week which will be appearing in our next build update! This has involved making multiple components break properly and fall apart with particles and sound effects so the bases feel more real!

All my efforts for the next fortnight are on helping to polish the new UI, Modelling block outs for the new Bolt Gun, and the armour set game meshes for the Paladin.

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Lee – Technical Director

I’ve been working with Lauren this week trying to get the IKA landing properly so they can perform one of their attacks. It’s getting there but will need more work. I’ve also been making a few changes to neutral-aggressive fauna like the Swamp Walker so that if you do get into combat with them your Turrets will help protect you.

Tristan – Senior Developer

This week we have been making a push to get the majority of the new inventory system completed. I have been working primarily on the crafting station as well as the new save version for the entire inventory system as well as helping out with the new module upgrade logic.

Joe – Environment Artist

I’ve finished off my tweaks to the high-resolution model of the ‘Elephant’ and done a basic colour pass. Today I’ve moved off that to prioritise finishing the model of one of our two new Pioneer armour sets – the Cybermancer set! Exciting stuff!

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Yves – Senior Developer

A massive grind at the new inventory, this will form the backbone of new game play elements to come out in the year.

Ricky – Developer

New Inventory system, I’ve been converting the Build Menu into the new Inventory system so it is still useable, aswell as seeing to the needs of the new Modifications which are going to be available in it..

Marcin – Designer

Marcin is away right now and cannot answer the phone. If you’d like to, please leave your name and message after the inappropriate image of me on holiday…. beeeep

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Disclaimer: This pic is over 3 years old and Marcin hasn’t had any time to party hard since then… 🙁

Tom – Character Artist

Finished off the game model for the ‘Bear’ this week! this monster really needs a name, so lets see some suggestions in the comments people 🙂

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Amar – Audio Designer

These past few weeks I have been giving the game audio some much needed TLC!

I have been working on the forest and swamp ambient sounds and the placement of them in the current map. In the new map I have been working on the waterfalls; small, medium and large each having their unique features. Also creating underwater sound effects as well as the wind.

For the enemies I have worked on improving the IKA and IKA viper reaction sound effects and the various Stalker growls. The hives have also had some work for the damage sounds, spawning enemies, and destruction has also been added which needs integrating within the engine. Generators, Micro Construction Kit, and the armory bench now have sounds for when they are activated, active and deactivated.

Currently I’m working on the sounds for the Juggernaut, such as the various growls and burrowing.

Lauren – Animator

This week I’ve been continuing setting up landing on the IKA with Lee. I have also been prototyping what we call creature limb gibbing. This essentially is having the limbs of creatures break away when they die (or explode). The next stage of this should eventually be that you will be able to rip small creatures apart if two of you smash it in opposite directions. Yay alien gore!

Simone – Concept Artist

Hi Guys! This week I’ve been working on changes to the Sieger creature, working with Matt on some new scopes and the all new and shiny Bolt Launcher for all your rainbow shooting needs! Okay it doesn’t shoot rainbows (dreams dashed all on the ground), but it’s pretty awesome looking!

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Andy – Lead QA

Hey, my weeks has been focused on the new modification mechanic, making sure all the lights, doors and fortifications work as intended. It’s actually made building and fortifying a base much easier and more instinctive. I also spend some time of the Steam forums replying to comments from the community. John also asked me to come up with some merchandise ideas for SXSW and although I have a few, it’d be cool to see what kind of things you guys could come up with. Feel free to tweet us or message us on facebook with any ideas you have.

See you in the fray!

-Team Flix