Extended video footage

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:

  • Flashbang
  • Smoke Grenade
  • Secondary Sights

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).

http://youtu.be/t4a6Ede2H8w

Rain down on me

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. 🙂

-John

 

New wallpaper

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. 🙂

Enjoy!

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Sitrep: End of May

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. …

Ohhhh ahhhh…….

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.

NightFire_WIPOne 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!

-John