Development Updates and New Screenshots!
Some screenshots of the work-in-progress for our starting map!
Here is a list of changes in the upcoming client patch as well as other development news:
- The new site-to-server solution is nearly complete. Players will be able to track their investments and characters between the network and the website. This will allow things like profile-based stat tracking and sharing on the site, taking screenshots in-game and sending them to the website, and a host of other really cool stuff that is planned for the far future.
- We did a huge UI (user interface) update and added tons of new features to the UI solution. We’re also planning a modding solution so that players can create their own UI art and styling. We’ve also worked with the original UI artists to overhaul the look of the default art to be more “clean” as opposed to reflecting its earlier “dark”, cyberpunk presentation. New art is going in soon; we’re also trademarking a new logo!
- The networking has been greatly improved and is now supported by a much stronger central server and more powerful physics handling servers.
- We moved to a completely new animation solution and animation event system. This binds features of the animations system with triggers for the sound system.
- We’ve completely rewritten the sound and audio interface systems to allow us to do some really great things with sound playback. Our sound engineers are now able to quickly implement sound arrays during live gameplay using much larger sound arrays than before, in a more efficient manner for more unique, randomized sounds during gameplay. This allows us to do things like having events and sounds cue on exact animation frames instead of numerical references. We can also tag boots and gloves by elements like rubber and metal, and play footstep and impact sounds vs. metal and flesh to sound accurate. Metal boots on metal floors will sound different when compared to rubber boots on a metal floor. It’s the little things….
- Most placeholder animations have been replaced and or improved to be given more originality. We’re also gearing up for a big review session with Ron Friedman, former City of Heroes Senior Animator, to help with the direction and feedback on the new animations.
- Hundreds of bugs have been fixed.
- Hundreds of new features and improvements have been implemented.
- We’ve worked with a few more developers from City of Heroes to gain a large perspective of where we need to improve overall. One of the main areas being the world scale. Those developers will also be in a live Reddit AMA (ask me anything) and gameplay walkthrough with us soon. We’re currently working around schedules and job demands to make that happen. Once again, another enormous opportunity for us, so we’re pushing our pre-alpha build to be the very best it can be, so that the community can see a quality presentation being put “through the ringer”.
- We hired a former Senior Producer from THQ to reorganize all products and the studio. As it is far along in production, Valiance Online is a priority. We’re now working on building a solid production schedule and getting ready for the new website, the new marketing plan, and a business overhaul.