Category Archives: Progress

June Development Feature! – Modular Weapons System

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Greetings Pioneers!

This week we are going to change the pace a little and showcase some of the progress on the visual side of the modular weapon system and some of the weapon combinations that will be available. Matt has been busy creating all the various parts as high res 3D models these past few weeks and Lauren has been creating animations ready for plugging into the blueprint system and handing over to the coding team for work on the gameplay elements.

We’re going to talk a little bit about the process of how we create the different elements to achieve the different weapon combinations for a variety of gameplay. There is an extensive process, taking system designs that enable us to make all those combinations look good and feel believable in the first and 3rd person perspectives.

The system itself pivots around 4 interchangeable elements. Barrels, Receivers, Stocks and Scopes. Without going into too much detail over what stats these modify when you assemble a weapon, the intention is to allow a wide variety of different ways to interact and a take down your foes.

Depending on your weapon combination there will be an impact on the following:

  • Fire mode (Manual/ Semi-Auto/ Burst Fire/ Full Auto/ Charge)
  • Fire frequency/ recoil spread and spread recovery
  • Damage
  • Range
  • Weight (impacts inventory and how much you can carry)

Models

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The Visual side of the system centers around the receiver. To allow all of our receivers to ‘receive’ each barrel correctly and make it visually compelling. There is a slide rail that is universal to most barrel types. This makes it easy for Pioneers to simply create a barrel they desire and clip it over the receiver.

Stocks are snap on components that clip and screw into the back the universal shaped back end that each receiver has.

Some combinations needed to allow barrels to interchange with the pistol receiver and rifle receivers, this was probably the most challenging part of the design. I had to adapt the receiver of the pistol and both pistol and SMG barrel (the combinations we allow) to both work and feel good as both a pistol and a submachine gun assembly.

SMGpistolCombos

Process

The modelling process to get these parts to fit together and look good in the first person is done in stages. There is a very simple proxy model that is developed for that component using basic rules that keep the system repeatable from component to component, which all centers around the same join location.

Without a consistent reference point the system would be a technical nightmare to assemble, so for this reason all weapon parts are modelled and constructed at the same location in each scene.

High res modelling then starts on each component, and planning for unwrapping and texture baking has already been established by this stage too. ( i.e. if we have lots of parts with their own texture we can better control memory usage for the weapons as we’ll only have one component loaded in the first person at any given time )

These parts when finished are then exploded to better help game mesh development and the texture baking process. As you can imagine when you have lots of components that would actually work when you CAD printed them into a model, it’s not so easy to work on assembly and colouring of parts after they’ve been put together.

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The final stages of this process are texture clean up and refinement. Normals are baked first with a flat colour map, and masks are developed for the desired PBR based shading in engine.

Hopefully this gives everyone a real insight into the stages we go through to get to our final vision. You’ll see all the revamped weapon models with this system in game soon!

Animation

The animations for the system were as challenging as the rest of it but we’re making steady progress. Each aiming, reloading and cocking action had to be animated separately for both the 1st and 3rd person rigs. The difference between the two is that our 1st person arms always follow where the camera is looking on screen whereas the 3rd person mesh (you see these on your shadow and other pioneers) require something called Aim Offsets.

AimOffsets

One Aim offset contains 9 different poses with different directions (Centre-Centre, Centre-Up, Centre-Down, Right-Down, Left-Up etc) which are blended together. These are added to an aim offset blendspace node in UE4 and hooked up to x and y (or yaw and pitch) values received from the player controller.

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Each receiver requires its own aim offset blendspace. There are also separate aim offsets for when you are aiming down the sights. Other animations such as reload and cocking are activated and blended in and over with additive montages based on the weapon combination selected. On top of this we have IK (Inverse Kinematic) skeletal controllers to attach the left hand to the weapon during all aiming and firing actions. Then this upper body pose is then blended with any movement animations that come from the character states, running, jumping, crouching, swimming etc.

Sounds complicated? It is 🙂

See you in the fray!

-Team Flix

v0.1.14 Released!

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Greetings Pioneers!

We have some fixes for the spawning issues some of you have been having along with some optimisations and visual fidelity improvements. For those of you waiting for the new PVE server configurations you need wait no more! We have added new server command options (see changlist below).

For those of you running your own server, don’t forget to update to the latest version or your fellow Pioneers will be unable to connect.

v1.8Additions

  • When you die ingame, you and your Colony Members will now see a compass marker and an icon on your minimap displaying the location you died and where you should find your dropbag. This will be displayed for 30 seconds, it also displays on your map who killed you with what weapon too, so pitchforks at the ready folks!
  • Added impact blood effects for Juggernaut flesh.
  • Juggernaut Visual fidelity improvement – added partial Juggernaut IK (Inverse Kinematics) – With our new system the Juggernaut will look like it is correctly walking on high ground in uneven terrain areas, however it will currently look like its legs are floating over lower  to reach ground until we have this fully implemented correctly.
  • Added PlayerDamageReductionFromPlayer on server, will reduce player on player damage inside an Eden kit shield by a percentage.
  • Added ApplyPvPReductionOnlyWhenPlayerNotOnline which if set will only apply PlayerDamageReductionFromPlayer if the player is offline.

v1.8ChangesBalances

  • A.I. Spawning improvements
  • Sac Plants no longer create an instant chain reaction of explosions. It sounded better on paper than it actually felt in-game. They also no longer pop from bumping into them while they are being held with the MATA Tool.
  • Optimisations made with AI perception system to improve server performance.
  • AI physics bodies turned off on the server to improve server performance.
  • Path calculations for flying creatures have been further optimised.
  • Improved several UI icons for readability and consistency.
  • Optimised building to help reduce load on servers, this should help minimise any pauses when structures stream in.

Note: With the fixes to the AI spawning, you may notice more AI than you are used to, future balancing is subject to change. 

v1BugFixes

  • Fixed an issue where sometimes flying AI would not be notified that a path had been calculated and was ready for use.
  • Fixed an issue where sometimes AI would not get turned off in game and over time put undue stress on the server.
  • Fixed an issue causing the Stalkers to sink through the ground when they can no longer reach you (they should now just fizzle out to hide).
  • Fixed an issue where hives would not always play their destruction PFX when destroyed.
  • Fixed issue where Splintermites would occasionally play the wrong animation when switching targets.
  • Stopped an issue where Swamp Walkers would slide around and not play the Walk animation.
  • Fixed a threading issue where flying creatures would not get spawned.
  • Fixed an issue with perception where AI would not always pick up nearby targets.
  • Added an animation to the Vipers to stop them looking frozen around a Hive.
  • Fixed an issue with actors becoming no longer net relevant to the player when they walk around, the problem is much more pronounced with Foundation pieces.
  • Fixed problem with building walls in the same cell with an Edenkit and visa-versa.
  • Turrets no longer spawn minerals when you shoot them.
  • Fixed, some destructible rocks would regrow despite a building block encroaching on its bounding box.
  • Fix for gauss ammo resetting to 100 instead of 250 when logging out and in

The latest known issues list can be found here

Remember Pioneers…

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Stay alert to your surroundings and you will survive!

See you in the fray!

-Team Flix

May Development Update 2

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Greetings Pioneers!

Apologies for the delay in the next release and also for the lack of a full update this week from the team. We were originally looking to push out a release this evening, but alas… we were foiled at the last hurdle by what would have been a miracle fix for an issue that Lee and Marcin have been working on for the past few weeks to do with Juggernaut spawning and navigation.

In a nutshell; we have fixed the current AI spawning issues – the spawning was a separate bug – but this new fix will allow us to spawn Jugs so that they are able to attack bases (specifically foundations) correctly whilst avoiding low ceilings. Sounds strange? Well, welcome to the world of games development!

This fix means that we can start to balance the juggernaut fights properly and focus on refining the combat gameplay. The fix works in single player right now but causes a crash in multiplayer unfortunately that we will fix this week coming and then release.

New map, IK’s and PvE Servers

So… beyond this, we have some heavy optimisations in preparation for the new map that we want to launch soon. We are also working on the survival mechanics, progression and more, including foot placement (IK’s for those in the know…) so that the feet of larger creatures are placed correctly when stepping up and down surfaces – weirdly, very important for refining combat.

In addition to the above we also have the new PvE server configurations so that you can have different PvE experiences dependent on how you want to configure your server.

PvE servers can be setup as follows;

  • Reduced/No damage to your Structures under your ETU (Eden Kit) Shield from other Players (0%-100% Reduction in damage)
  • Reduced/No damage to you whilst under your ETU (Eden Kit) Shield from other Players (0%-100% Reduction in damage)
  • When you are within your Eden Kit Shield AND offline, you cannot be killed/take damage (On or Off)

We are looking to set up some of our official servers to be PvE as soon as possible, however this may be after we release the new map, which will give you a lot more space to establish far larger bases.

Current Feature Development

There is a huge amount of work Matt has been currently putting into the modular weapon systems to make sure that each of the initial 30+ combinations all look amazing and animate correctly in both 1st and 3rd person.

Thank you to all of you who have messaged us and shown your support for the work going into developing the new map. Work is progressing very well and Tristan has been profiling it this week whilst also optimising what we can with the help of our good friends at Epic.

Whilst work has progressed on development of the new world, Simone, Gav, Tom, Joe and Lauren have been working on designing and developing the creatures for the varied biomes. The work culminated at the end of this sprint with proxy meshes for the creatures being placed within the map to help gauge scale and gain a idea of how each area will look and feel.

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Beyond this, Matt has also been working with Yves on the system for huge lost colony bases that will litter the new map. These structures are where loot will spawn and are where we eventually aim to host key objectives for Pioneers who want to engage with the lore.

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The scale of the Colony compounds allow for whole interior raids to be played out and there are some very interesting twists to how we want the properties of these buildings to challenge the player with new gameplay mechanics.

Anyway, that’s all for now folks!

We’ll leave you with 2 more of our finished biome concepts produced by the lovely Simone.

Grasslands

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Water

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Keep in touch with your feedback and we can confirm that another patch will be released next week with a whole load of fixes in and some nice new features.

Thanks again for your support and see you in the fray!

– Team Flix