We just added a video that got missed on the BFS YT channel about Weapon Customization. It was on Kris’s personal channel so most of you have probably seen it.
A bit old now, but still very cool!
Excuse the lack of updates, meow, but we’re busy and lack the time to do a proper vid/update due to reasons, none of which I will go into right meow.
Even if you have been living under a rock, you should meow that Takedown: Red Sabre is due to be released any day meow. Whether you supported the TD kickstarer or meow, it is great to see a new game in the tactical FPS genre make its way to release meow. There is a discussion on TD currently on meow forums here.
Anyways, as I said, busy, so I don’t have the time right meow to show off anything related to GB. Maybe next week, I can show you something meow.
A quick look at some of the new animation and bullet penetration work. Animations are continually being added and refined as well as the transitions between them. This will be an ongoing process until we have everything working perfectly. There is still A LOT of animation work to to, but things are getting there.
Bullet penetration gets some refinement and feature work as well. It still does not take the material into account, but that is coming very soon. The bulk of the work is dealing with the object type (bsp, staticmesh, skeletalmesh etc…) and thickness right now. For characters, player vests will certainly be factored into possible bullet penetration, but we are not exactly sure about pouches and other gear just yet.
Thanks for the continued support…..See you next time!
A not so quick in-game vid to what we have been up to. Both Kris and John give it a go this time around.
Kris talks a little about packaging the build up to something that isn’t developer related as well as some initial work on patches and bullet penetration code. It’s all rough developer stuff but should give you a taste of where things are going.
John gives a peek into how we are now using a Physically Based Rendering technique inside of Unreal Engine 3. This is very similar to what Unreal Engine 4 and the new Metal Gear Solid Fox Engine use. It’s just a quick intro and not an indepth examination of the technique, so we encourage you to do a little research if you are looking for some more information.
That’s it for now!
Quick in-game vid to demo the in-progress doors & animations.
Very happy with the progress with the doors. Aside from the usual opening/closing, they react to the player pushing into them and, more importantly (and cooly), your weapon.
Animation wise, we found out the hard way that our skeleton wasn’t setup to handle animation mirroring correctly. Seems my original tests relating to the swapping hands used skeletons with a different setup. Jeremy, awesome that he is, has already sorted it, but it was still a headache we didn’t need.
You can see some of Jeremy’s efforts in the video above and we hope to show more of it soon.
On the networking side of things, we’re buggy, but stable. In a game over the weekend, John and I mucked around on a dedicated server for more then an hour, no worries. Another step towards a playable build 🙂
Another quickie update. read more …
I need practice doing more of these until I stop rambling on and repeating myself… but anyways.
Quick video talking about and demonstrating the FOV settings we now have in Ground Branch.
Personally, I have a 24″ monitor that I sit about 90cm/3′ from.
Then again, I sit about 10mm away from the lenses of the Rift.
I put in some good hours on the demo map and thought I would share some of the results. This is also the same map that Kris showed in his post the other day.
This is a multi-purpose map that we are using to test out various game types, profile performance, use for various visual benchmarks and prototype day/night/weather setups. It will also be the map that will first be released in a public preview build.
Spent a good amount of time on replication this week. Original plan was to use a system that converting loadouts from a JSon formatted loadout to a replication friendly version that would then be updated and sent from server-to-clients as required. This worked fine, but was never quite as easy as I would have liked.
Only missed it by a few weeks.
An Oculus Rift DevKit arrived near the end of May. I was hoping to have some footage of its use in Ground Branch, but alas, I don’t have the UE3 Oculus Rift SDK (yet). Rather frustrating, as it is fairly awesome, despite being low-res.