Some may be aware that the Rain/Effects video from last week was actually cut short by about 5 minutes due to some audio synch issues. I had to cut out a section that demonstrated a few more effects:
After many painstaking steepness nights (not really 🙂 ), I have since been able to compile that cut footage into a new video for your enjoyment!
Please be aware(I mention it a lot) that everything you see is in progress stuff and really just first iterations of things that will get a lot of attention as time goes on.
There are 2 things of particular note with this video though…… 1) There is no weapon recoil as it was disabled while fixing up some shooting mechanics. So don’t panic! 2) The flashbang emits a high pitched ringing when it goes off. So please adjust your volume accordingly when watching (there is an on screen message in the video about it).
While we were sorting out some programming/middleware issues I thought I’d start working out some of the weather systems for Ground Branch. We are starting off with rain but will will also be adding in snow as well.
Of course, it goes without saying, but this is all early work that will definitely get better as we go. The most exciting thing to me is everything in our game effects gameplay. It might be subtle at times, but nothing is in there just for “fluff”. Playing in a heavy rain map will alter your strategy from a bright sunny day version. Its just not for show.
At the moment this is all settings inside the map, but I would like to transition it to more of a realtime solution. We’ll see how that goes……..
We know development can be slow, but hang in there. It will all be worth it eventually. 🙂
We have a new wallpaper available courtesy of DetCord, a friend of BFS. Feel free to download, use, pass around or whatever you feel like. 🙂
We completely missed our goal of releasing a new internal test every week. Or two weeks. Or monthly.
Basically, we suck at keeping to dates (still).
Seemed like each week we’d take it in turns in saying “I want to get this in first” or “no, fix that first”.
Ahh, development hell. read more …
We started working on some nighttime items recently, among many other things, so I thought I would post a quick random screen grab while firing in game at night.
One interesting development thing is how moving to UE4 has been so worth it, but how doing so also takes a lot of time when developing some things. One example is how we pretty much had to completely rebuild how we are doing night vision. The systems engine systems used are so different between UE3 and UE4 the only thing we could move over was the base material. That is actually a good thing though because UE4 allows us to make these systems much more robust and feature rich. It also allows us to make things much easier for modders to add more gear and functionality on top.
The future is definitely bright!
I thought it might be about time to pass along a couple pieces of news…. First off we have officially started a very limited private testing phase for an initial Ground Branch preview release. We plan to open this testing up to a larger group before unleashing the full preview build on the public and hope to post more details about that in the next couple of weeks.
We would also like to announce that we have brought on FragOut Studio to take care of the animation work, as well as a few other things, for Ground Branch. These guys are well known for their animation work on ArmA 3 and we are also looking at some possible future collaborations.
They have also recently completed work on a mobile game Sniper Tactical. Give that one a look:
So things are moving along quite nicely at the moment and we are working hard to get the free Ground Branch preview build complete. It won’t be long until you get start messing with it yourself.
It may have been the painkillers, but damn, this week went fast.
A week ago, I was just sitting here, talking to Jeremy and John on Skype when I got an acute pain under the lower right ribs. I continued to chat with them, making jokes about it only being pain and that these were manly tears I was shedding. This continued right up right up to the point where I was dashed off to the emergency room by my wife.
Later that day my gall bladder was out and I was in recovery.
By the next morning, I was back home, albeit with a few extra holes in me.
Isn’t modern medicine awesome? read more …
Epic Games has finally revealed their official plans for Unreal Engine 4 for smaller developers!
Now that the ‘cat is out of the bag’ we hope to be able to discuss things about UE4 more openly.
Its been a while, but hopefuly I can make it worth the wait with not one, but two videos.
Most of the legal paperwork we have been waiting on is done, but there are a few more issues we need to resolve with the game itself before we can release anything. Rest assured, we are getting close!
While we wait, I thought I would post a couple images from the latest build. We are adding in environmental effects and doing more passes on the lighting and materials. Things get better and better with each iteration and will continue to do so as we move along.
As I always mention…. for better or worse, we never process up our screen shots. No ” bullshots” at BFS! These are screen grabs right from the editor.