INTEL UPDATE #004: Track

Yes, it may have been a while, but fear not—we’re still here, and we’re not going anywhere.

This is an Intel Update to fill you in on what we’ve been up to, what to expect for GB’s near future and why the next update is taking longer than usual.

Let’s start with the latter. As most of you are aware, BlackFoot Studios are what is considered indie AF (that’s short for as f***, in case you’re not as down with the kids as we are). That, of course, means limited personnel and, often, limited time as well. In addition to all the regular development obstacles, availability wasn’t great for most of us for the past month or so, resulting in an even bigger delay than expected. On the flip side, the next update should be more substantial both in terms of content and fixes, so there’s that to look forward to.

Before we continue, let us just say that we’re very grateful for all the patience and support coming from everyone despite the sometimes drawn-out progress. Thank you!

New update when?

The original plan for upcoming Build Update #013 was for a big PvP-oriented update featuring a couple new game modes and overall better PvP functionality and gameplay. Due to the aforementioned setbacks, however, we’re likely to break it down into smaller updates—both because it’s been a while already and because a big update would mean an even longer time without any updates.

Another thing we’re considering is incrementally adding in the new weapon-related sounds that Mikson has been diligently developing, which were originally planned for only after the PvP update.

We’re still figuring out exactly how we’re gonna roll, but read on for an overview of what to expect of future updates…

Unreal Engine 4.22(.1)

Engine updates always take some time, but this one was relatively painless—there’s always some tedious cleanup to do, but compared to the last time we did it, it went mostly swiftly. The jump to version 4.22 means a lot of editor-side bug and crash fixes, as well as some rendering improvements you may or may not notice depending on PC specs, video settings etc. Nothing major, but the quality-of-life bonus alone for us should mean less frustration going forward, and that’s always a good thing™. Version 4.22.1, which is what we’re on now, was a hotfix patch.

Sound design development

Almost all firearm sound assets are done, as Mikson and Kris work out the integration of said assets into the game via Wwise—the middleware also used in Insurgency: Sandstorm‘s excellent sound design. In case you’ve missed it, we posted a new little sound demo on YouTube a couple weeks ago:

Mikson has since tweaked these slightly based on valuable feedback, as he’ll continue to do with all effects as we get a better idea of how they sound within actual gameplay

We’re over the hump when it comes to implementation of the new weapon sounds, but it’s important to note that they might still be a couple updates away. Other sounds (like environmental) will be incrementally worked in as we go and added in subsequent updates.

New character assets and swatch system in the works

All of our character assets are being redone from scratch, with several new pieces of apparel planned for inclusion as well. Currently on the job is the very talented freelance contractor Pau Peñalver, who has so far put together the beauties showcased below:

Tactical-slash-cargo pants, anyone?

Yes, we know you’re so gonna mod a Hawaiian pattern onto this one

“What about them skins, though?”, you ask, but with even less regard for grammar. Well, check this out:

These skins aren’t final (don’t worry, we’ll have most of these and more); point is, we’re going be able to make the colors/patterns whatever we want (and so will you, in the future)

For the majority out there unfamiliar with UE4, the lovely schematic above lays out a UE4 Blueprint for a swatch system. A swatch system will not only purge skin inconsistency for assets, but also allow us to easily make any color or pattern we want into a selectable skin. Once modding is out, you’ll be able to create your own as well. Hooray!

Some basic color variations on that sweet dad plaid

These are only the first couple new assets, but we already have new assault gloves and an ACU-style jacket in the oven. You can look forward to redone (and brand-new) shirts and pants, as well as a fleece jacket, tactical gloves and a variety of footwear, with more apparel to be added as we go.

Map updates

City and 747 have both received extensive updates. 747 now supports Terrorist Hunt, and City will hopefully support it as well by the time the next update rolls out. Here are some previews of what’s new:

The central square of City is now home to a multi-story building that is being modeled after a bar/pub

Underground, the metro station now features a cozy, family-friendly restroom (credits: Jeza)

On 747, the aircraft received an exclusive Ram Airways paint job …

… and some buildings were added as backdrop, among other updates (credits: Rangda)

PvP game modes

A couple new objective-based adversarial game modes are being developed and tested out by the team and a small test group. We’d like to have at least one solid new game mode in the next update, with iterations and new modes to follow. More news as it happens!

That’s all for Intel Update #004. Don’t forget to hop into our Discord server if you’re looking for pick-up games, support or just some GB talk. We’re also on Facebook, Twitter, Instagram and a soon-to-be-official subreddit. Hopefully we’ll see you there!

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2 thoughts on “INTEL UPDATE #004: Track”

  1. I know you have been asked this a billion times but are you working on a munitions count – at least magazine rounds?
    Thanks. PR

    1. Hey, Peter!

      We won’t have any round counter HUD element, if that’s what you’re asking, but we’ll have a “check magazine” function that will estimate how much ammo is left in the mag based on weight. We’ll let players check how many mags they have left as well—some kind of vest pouch pat-down animation followed by a message or something along those lines.

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