Radio Silence Entertainment

GAME - Whigs & Tories: American Revolution => Development Notes => Topic started by: Marks on June 30, 2018, 05:07:49 pm

Title: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Marks on June 30, 2018, 05:07:49 pm
(http://abload.de/img/blogheader7qs8j.png)

It's been a while...

Hello and welcome to PART 1 of blog 11! This part of the blog will demonstrate what we have been working on this includes Melee, weapons, UI and animations. We've also changed alot under the hood, visually the game looks, feels and plays much smoother.

Here's a video. (nerves return)

I didn't really show off feinting too well in this video, next one I will be sure to cover it.


Other news.

Alpha - It's around the corner. As of today [30/06/18] we are able to join and play on our dedicated server, alpha testers will be allowed to join once we've ironed out some issues.

Playable units - We've created alot of uniforms which we wanted to be playable in Alpha but due to the fact we changed our skeleton, the rigging for these meshes isnt compatible. Our Modeler Makii left the team again, no reason given. His role was to update these meshes with correct rigging, until this is completed we can only offer what is shown in the video above in alpha.

Kickstarter
- Yes, we're interested in running a kickstarter. As mentioned above we are without an experienced character artist and without money to pay for one kickstarter is our only option.

Some screenshots

Spoiler: show
(http://abload.de/img/1gxsbk.jpg)
(http://abload.de/img/2b0s8y.jpg)
(http://abload.de/img/3v2sjg.jpg)

Spoiler: show
(http://abload.de/img/11kzsdd.jpg)


Past blogs

Dev Blog 11 (http://rsegames.com/index.php?topic=228.0#forum)
Dev Blog 10 (http://rsegames.com/index.php?topic=174.0#forum)
Dev Blog 9 (http://rsegames.com/index.php?topic=150.0#forum)
Dev Blog 8 (http://rsegames.com/index.php?topic=147.0#forum)
Dev Blog 7 (http://rsegames.com/index.php?topic=141.0#forum)
Dev Blog 6 (http://rsegames.com/index.php?topic=118.0#forum)
Dev Blog 5 (http://rsegames.com/index.php?topic=104.0#forum)
Dev Blog 4 (http://rsegames.com/index.php?topic=72.0#forum)
Dev Blog 3 (http://rsegames.com/index.php?topic=35.0#forum)
Dev Blog 2 (http://rsegames.com/index.php?topic=31.0#forum)
Dev Blog 1 (http://rsegames.com/index.php?topic=3.0#forum)

Steam Community.

http://steamcommunity.com/groups/WhigsTories

Donate for more content in our donator board. Information about that here (http://rsegames.com/index.php?topic=12.0#forum)

(http://abload.de/img/donateher21csns.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=info%40rsegames%2ecom&lc=GB&item_name=Radio%20Silence%20Entertainment&no_note=0&currency_code=GBP&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHostedGuest)


Until the next blog.
The RSE Boys.
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Northumberland Fusiliers Official on June 30, 2018, 05:18:16 pm
Great Job RSE, Can't wait to test it out! Keep up the good work!!
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Alexander on June 30, 2018, 05:27:22 pm
I agree with 7th Fusiliers Official. But the most interesting part is the equipment chosing option. One thing that gives me a big ? is the part of the shoulder animation at the beginning. After you spawned your musket was on your left shoulder and after you've moved it's on the right shoulder and hold his musket in an interesting way for whatever reason.

I'm still excited to see more of it! Great work!
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Marks on June 30, 2018, 05:28:31 pm
I agree with 7th Fusiliers Official. But the most interesting part is the equipment chosing option. One thing that gives me a big ? is the part of the shoulder animation at the beginning. After you spawned your musket was on your left shoulder and after you've moved it's on the right shoulder and hold his musket in an interesting way for whatever reason.

I'm still excited to see more of it! Great work!

blending and ironing out anis, ill let richard reply to this properly
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Long Tree on June 30, 2018, 05:29:22 pm
Neat
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Neoptolemus on June 30, 2018, 05:44:18 pm
I agree with 7th Fusiliers Official. But the most interesting part is the equipment chosing option. One thing that gives me a big ? is the part of the shoulder animation at the beginning. After you spawned your musket was on your left shoulder and after you've moved it's on the right shoulder and hold his musket in an interesting way for whatever reason.

I'm still excited to see more of it! Great work!

blending and ironing out anis, ill let richard reply to this properly

Yeah, so basically items can be attached to either hand when equipped, or holstered on the left/right hip or slung across the shoulder.

Weapons generally are attached to the right hand in most cases, but they can switch hands on the fly as needed (e.g. the reload animation where he holds the musket in the left hand while filling the pan, priming the barrel etc.)

There is usually a 0.2s blend between animations to make them look seamless and not so stiff, but when switching hands this can lead to a 0.2s period of time where a musket is switching over from one hand to another, leading to noticeable flicker.

We recently changed our animations to reduce the amount the musket has to switch hands and thereby reduce potential flicker, but some bits and pieces still need attention.

For some reason, the effect is magnified by playing online vs locally. I'm not sure why this is, but it's one of my top priorities.

TLDR: it's a visual bug which I'm fixing :-)
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Lawrence on June 30, 2018, 06:43:49 pm
Congratulations! Looking phenomenal!
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Connor on June 30, 2018, 08:38:54 pm
Looking good! :)
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: James Brock on June 30, 2018, 09:51:34 pm
(https://i.imgur.com/6VpBS11.gif)
I invite you all to my warm invite-only alpha party once we get keys.  8)
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: UniformTurkey on July 01, 2018, 09:15:12 pm
Great work! The uniforms and terrain look stunning and the buildings are amazingly realistic. I do have three questions however. How far will customization be implicated into the go (as far as custom uniforms for each regiment?) and also do you plan on having multiple factions on each team? Finally, how many players do you think you will be able to, or plan on being able to, support on the multiplayer platform/system?


Thanks, and keep up the great work!
—PRStudios (NW Uniform Turkey)
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Marks on July 01, 2018, 09:45:40 pm
Great work! The uniforms and terrain look stunning and the buildings are amazingly realistic. I do have three questions however. [1] How far will customization be implicated into the go (as far as custom uniforms for each regiment?) and also [2] do you plan on having multiple factions on each team? Finally, [3] how many players do you think you will be able to, or plan on being able to, support on the multiplayer platform/system?


Thanks, and keep up the great work!
—PRStudios (NW Uniform Turkey)

Alot of questions here so I numbered them :p

[1] - We want players to feel they have an identity but we also want regiments to feel like a common unit (as in they look the same/uniform) we will allow players to change what was shown ingame as well as later down the line custom faces and banners.

[2] Yes

[3] I could say some numbers but really we dont 100% know till we try. Jesse (our networking guru) is creating a system from scratch not easy. He's mentioned some numbers but we will explain all that in our kickstarter with evidence.

Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: UniformTurkey on July 01, 2018, 11:37:46 pm
Great work! The uniforms and terrain look stunning and the buildings are amazingly realistic. I do have three questions however. [1] How far will customization be implicated into the go (as far as custom uniforms for each regiment?) and also [2] do you plan on having multiple factions on each team? Finally, [3] how many players do you think you will be able to, or plan on being able to, support on the multiplayer platform/system?


Thanks, and keep up the great work!
—PRStudios (NW Uniform Turkey)

Alot of questions here so I numbered them :p

[1] - We want players to feel they have an identity but we also want regiments to feel like a common unit (as in they look the same/uniform) we will allow players to change what was shown ingame as well as later down the line custom faces and banners.

[2] Yes

[3] I could say some numbers but really we dont 100% know till we try. Jesse (our networking guru) is creating a system from scratch not easy. He's mentioned some numbers but we will explain all that in our kickstarter with evidence.

Alright. I don't think you answered my first question; it's regiment specific, character specific. Will officers, or other NCO's, be able to edit their regiment's overall look for events and multiplayer battles?

Besides, that I'm happy with the info, and keep up the good work!
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Shapour on July 02, 2018, 08:25:51 am
Awesome! It worthed the time I was waiting hard for this blog!
Go on RSE!
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Marks on July 02, 2018, 11:11:20 am
Great work! The uniforms and terrain look stunning and the buildings are amazingly realistic. I do have three questions however. [1] How far will customization be implicated into the go (as far as custom uniforms for each regiment?) and also [2] do you plan on having multiple factions on each team? Finally, [3] how many players do you think you will be able to, or plan on being able to, support on the multiplayer platform/system?


Thanks, and keep up the great work!
—PRStudios (NW Uniform Turkey)

Alot of questions here so I numbered them :p

[1] - We want players to feel they have an identity but we also want regiments to feel like a common unit (as in they look the same/uniform) we will allow players to change what was shown ingame as well as later down the line custom faces and banners.

[2] Yes

[3] I could say some numbers but really we dont 100% know till we try. Jesse (our networking guru) is creating a system from scratch not easy. He's mentioned some numbers but we will explain all that in our kickstarter with evidence.

Alright. I don't think you answered my first question; it's regiment specific, character specific. Will officers, or other NCO's, be able to edit their regiment's overall look for events and multiplayer battles?

Besides, that I'm happy with the info, and keep up the good work!

No, itll be down to each player.

good :)

Awesome! It worthed the time I was waiting hard for this blog!
Go on RSE!

Thank you for the support means a lot!
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Jelly on July 02, 2018, 11:48:37 am
i'll mesh for you marksy
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Marks on July 02, 2018, 11:50:06 am
i'll mesh for you marksy

Do I even have you on steam anyfurthermore?
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Jelly on July 02, 2018, 11:53:56 am
i'll mesh for you marksy

Do I even have you on steam anyfurthermore?
don't believe so, but I canny tell arse from elbow regarding modding anyway x
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Marks on July 02, 2018, 11:54:57 am
i'll mesh for you marksy

Do I even have you on steam anyfurthermore?
don't believe so, but I canny tell arse from elbow regarding modding anyway x

MODDING
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Jelly on July 02, 2018, 12:00:40 pm
i'll mesh for you marksy

Do I even have you on steam anyfurthermore?
don't believe so, but I canny tell arse from elbow regarding modding anyway x

MODDING
development, sorry dear x
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Mostor on July 02, 2018, 12:51:03 pm
This looks super cool, great job RSE. The arm looks a little bit thin for my liking, maybe add a few muscles??
Anyways, really like the pistol animation, looks "officery"
Great job, keep up the great work.
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Marks on July 02, 2018, 01:08:46 pm
This looks super cool, great job RSE. The arm looks a little bit thin for my liking, maybe add a few muscles??
Anyways, really like the pistol animation, looks "officery"
Great job, keep up the great work.

We're going to get new models completely so there's no point editting these
thank you my dude  8)
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: James Brock on July 02, 2018, 09:02:11 pm
This looks super cool, great job RSE. The arm looks a little bit thin for my liking, maybe add a few muscles??
Anyways, really like the pistol animation, looks "officery"
Great job, keep up the great work.

We're going to get new models completely so there's no point editting these
thank you my dude  8)

Marks I'm very curious and worried at the same time how far you mean to allow customization for each player. Would you mind going slightly in depth of what your plans toward that are?
Thanks.
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Marks on July 02, 2018, 09:21:21 pm
This looks super cool, great job RSE. The arm looks a little bit thin for my liking, maybe add a few muscles??
Anyways, really like the pistol animation, looks "officery"
Great job, keep up the great work.

We're going to get new models completely so there's no point editting these
thank you my dude  8)

Marks I'm very curious and worried at the same time how far you mean to allow customization for each player. Would you mind going slightly in depth of what your plans toward that are?
Thanks.

faces or uniforms?
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: James Brock on July 03, 2018, 08:32:53 pm
This looks super cool, great job RSE. The arm looks a little bit thin for my liking, maybe add a few muscles??
Anyways, really like the pistol animation, looks "officery"
Great job, keep up the great work.
We're going to get new models completely so there's no point editting these
thank you my dude  8)

Marks I'm very curious and worried at the same time how far you mean to allow customization for each player. Would you mind going slightly in depth of what your plans toward that are?
Thanks.

faces or uniforms?
Uniforms.
Title: Re: Development Blog 11 - Melee, weapons, Alpha. [Part 1]
Post by: Marks on July 03, 2018, 09:08:26 pm
This looks super cool, great job RSE. The arm looks a little bit thin for my liking, maybe add a few muscles??
Anyways, really like the pistol animation, looks "officery"
Great job, keep up the great work.
We're going to get new models completely so there's no point editting these
thank you my dude  8)

Marks I'm very curious and worried at the same time how far you mean to allow customization for each player. Would you mind going slightly in depth of what your plans toward that are?
Thanks.

faces or uniforms?
Uniforms.

You'll be allowed to pick your pants, hat style / coat some regiments had a few designs.