• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[PREVIEW] Ground Branch

Eles são bem bots mesmo mas aumentando a dificuldade ainda são um desafio: tentam ir atrás de você, se escondem mas não muito mais.

Atualização de IA foi comentada no último update:
exato, ainda tem mto o que melhorar, ainda é pré alpha, mas é bastante desafiador no veteran...
 
Eles são bem bots mesmo mas aumentando a dificuldade ainda são um desafio: tentam ir atrás de você, se escondem mas não muito mais.

Atualização de IA foi comentada no último update:
É, vou meter um refund e esperar ficar jogável. Valeu!

Eu realmente nunca vi um jogo com IA tão ruim. Nem Zero Hour.
 
Special Announcement: Kythera AI
Today, we’re taking a little break from working on the V1032.1 patch for a special announcement.

It is no secret that bots in GROUND BRANCH are still very bare-bones and have a long way to go, which is why AI will be one of the main focuses of our upcoming major releases. As many players are aware, developing human-like tactical AI is, to say the least, extremely tricky even for large triple-A studios — let alone a small team like BlackFoot Studios — and capable AI developers willing to take on a niche project like ours are not easy to come by.

While game development can be an infinitely deep can of worms, it is made a little bit easier today by solutions such as Epic’s Unreal Engine and the ecosystem of plugins that support it. Enter Kythera AI[www.kythera.ai]: a middleware toolset that greatly enhances and facilitates AI development with features like their 2D navigation system (which includes formations, contextual pathfinding and character avoidance), automatic markup (to help generate cover and vaulting points, for example), spatial query system (which will help with combat maneuvering, among other things) and advanced behavior trees.

45d7e4eb8a7980dcb6963f280a98f102167dbcfa.png


With that introduction, and as you have probably guessed by now, we are excited to announce that the Kythera AI toolset is now fully licensed for GROUND BRANCH! We very much look forward to resume AI development from V1033 onwards, as well as start giving players a more realistic and immersive PvE experience with Kythera’s partnership as we move forward. In John’s own words:


Great AI is crucial for us, and as a smaller studio without dedicated AI engineers, Kythera AI is the perfect solution. Their toolset easily integrates with our existing work in Unreal and lets us provide comprehensive, intelligent AI that we can maintain and continually improve. We can’t wait to roll out the first of these updates in the near future!

So there you have it, folks. Our AI has gone bare-bones for long enough, and as promised, we’re picking it back up very soon — with a leading industry solution to boot. While this will not mean state-of-the-art tangos and squad AI at the press of a button, we are confident that in addition to giving us the technical support we need, Kythera will offer a better foundation for our AI and generally make our lives much easier while developing it.

We’d like to thank Kythera AI for their partnership, and we can’t wait to start putting their tools to good use. To find out more about Kythera AI, check out their website here[www.kythera.ai].
 
Build Update #033: Patch V1032.1
Build ID: 8378834 (Client) / 8378845 (Dedicated Server)
Download size: 118 MB (Client) / 72 MB (Dedicated Server)
⛔ IMPORTANT: CLEAR YOUR OLD FILES
If you are coming from V1031 or have not updated your game since CTE, you need to delete all contents in the following locations (copy-paste these into your File Explorer address bar and hit Enter):
  1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
  2. Documents\GroundBranch
⚠️ Not doing so will cause various asset and input issues in your game.

If you are coming from a recent CTE version, clear them anyway to be sure.

Patch V1032.1 has been released!

This patch focuses on fixing issues with the original V1032 release that came out earlier this year. But in typical BlackFoot Studio fashion, in some cases we couldn’t help ourselves and added some new content.

Some quick notes
Please note that we didn’t manage to squish every bug — and likely created some new ones — so we anticipate that there will be a much smaller and hopefully quicker V1032.2 patch in the near future.

Things we didn’t manage to get enough testing or flashes of inspiration to pin down include floating pistols and floating smoke grenades, among other things. So please continue to file bug reports (using the in-game bug reporter, if possible) and make sure to provide all relevant details, including any interesting things you did before the bug happened, as well as the game mode played, server type (self-hosted vs. dedicated server), player count, map and so on. Your reports are greatly appreciated!

Some issues we’re just leaving for now (e.g. a few AI problems) as the relevant systems are being overhauled in the next update, and it’s not a very good use of our time to fix up difficult-to-find bugs in code we’re about to throw out.

So thank you for your patience, please bear with us on the stuff we didn’t fix, and we hope you enjoy this little update!


Change list

Animations
A great deal of small and large tweaks and fixes were made to the animation work that had been put into the game in V1032.

When you fix a lot of things, you tend to break a few things in the process, and these fixes are no exception. There is going to be a further overhaul on the animations in V1033, so we’ll probably live with the small number of animation issues that remain and focus on the V1033 work now. In more detail, here's what was done:
  • Back-ported the UE5 animation warping code to improve walk/run/sprint transitions and handling
  • Reworked much of the blending layer, removing superfluous logic while trying to maintain as much of the original underlying animation as possible
  • Improved checks against switching items/reloading while sprinting
  • Changed the default mesh space movement additive to use smoother "first person" torso additives to create smoother movement, sightline, and so on
  • Improved the IK elbow pole targets to fix the "chicken wing" elbows
  • Varied the magnitude of the finger pull animation when dry-firing
  • Toned down the dry-fire animations on a range of weapons
  • Refined fire selector animations
  • Tweaked fire selector animations to have better blend and dampen when in ADS
  • Improved the handling of held items while sprinting
  • Fixed the head transform clamp offsetting the head when pitching up/down; or, in plain English: fixed wonky neck when aiming or looking up and down
  • Removed the head transform change when aiming with a handgun
  • Reduced head movement when using an offset or elevated ("piggybacked") secondary sight
  • Improved the blending of upper body montages to fix/remove jitters
  • Reduced weapon shifting when crouching
  • Added a tweak to prevent the "pants hiking up" issue with some recoil animations
  • Tweaked sections and blend-out times of the handgun reload animation to stop the first section playing part of the second
  • Fixed the flicker that happens at end of reload animations
  • Fixed weapon position transitions being cut off when switched quickly
  • Updated the aim and head IK code to ensure the correct item transform when using dynamic IK targets
  • Rearranged the sightline bone handling in the character blending layer to detach sightline from item bone movement/rotation while moving
  • Fixed the left elbow when using right-hand overlay and crouching
  • Tweaked animations at low and high speeds to match up better without leg splits when going from idle to moving
  • Updated idle rifle animations on the Main Menu backdrop
Character assets and customization
  • New default builds have been provided for all weapons, with an emphasis on practical builds with a variety of attachments and grip placements — special thanks to Prowlaz and Trav for taking the time to make these! (In some cases, you will have to lower the weapon and use freelook (default [Tab]) to see the Wristwatch face)
  • Fixed Chest Rig (JCR) placement in the Customize Operator screen
  • M9A3 now has recoil
  • SDASS sights should now line up correctly
  • The NVG Head Mount is updated to asynchronously load Night Vision Goggles when the headset is attached to character and not to encode it
  • Reloading will now eventually cycle through different compatible magazine types (e.g. from Primary Ammo to a 20-round STANAG or 35-round PMAG) once you run out of ammo for the current magazine type
  • Fixed bug where going into locker with NVG enabled would leave lasers in NV mode after you unequipped NVG and left locker
  • MK4 3.5–10x scope now has the magnification ring set up to move according to
  • Entering the Customize Operator screen (e.g. interacting with locker or workbench) will now hide the HUD, including the stance indicator
Gameplay and mechanics
  • The Rangefinder now uses a different trace channel so it will not hit blockplayer actors any more (such as the invisible walls on The Farm's outdoor shooting range)
  • Fixed the Rangefinder's night vision mode
  • Night vision spectate mode generally fixed up, but some issues remain (for example with Rangefinder NV mode)
  • Physics collision handling updated
Graphics, UI and settings
  • Added icon for Shemagh (Head)
  • Shemagh (Head) skins "Mint Green" and "Mint Tan" changed to "Foliage Green" and "Tan" respectively
  • Added advanced effects setting to turn volumetric fog on/off
  • Turned off volumetric fog in all but Epic setting
  • Adjusted default TAA settings for more stable image (less flickering) and to be a little sharper
  • New advanced settings added to help tune TAA and overall color/contrast of the game
  • Added controller/gamepad sensitivity settings (Settings › Controls)
    • Left and right analog stick sensitivity now customizable via "Left Gamepad Sensitivity" and "Right Gamepad Sensitivity" settings
    • Changed a few setting names/tags to avoid confusion between mouse and controller inputs
  • Fixed eyelashes showing through eyewear lenses
  • Lighting tweaked and old fog removed from Arena and Arena II (should fix Ready Room fog issue on those maps)
  • Redundant entries cleaned up in DefaultScalability.ini and DefaultEngine.ini
  • The After Action Report (AAR) screen can now be closed by tapping [Esc] or [Spacebar]
Audio
  • More complex audio stuff hooked up again in the Rig map, though acoustics on Rig are still overall simplified a bit to prevent excessive performance loss
  • Reverb send levels of footsteps modified to improve directionality
  • Distance at which gunshot tails transition to mono was lowered to improve directionality
  • Increased interior ambience level on Rig
  • Modified mix presets:
    • Increased gear movement sounds level when walking/running
    • Low Dynamic Range: slightly increased difference between loud and quiet sounds, reduced sprinting level, reduced difference between different weapon types
    • Medium Dynamic Range: increased difference between loud and quiet sounds
  • Big pass on VOIP and Commo Rose to fix bug where everyone hears Commo Rose audio and sees it in their own name
  • PhysMats added to stair actors to improve footstep sounds on metal stairs
  • Max footstep sounds distance clamped to 80 meters — footsteps further from local player than that will not be posted
  • Metal deck surface assigned to concrete footsteps for diversity (e.g. on Rig)
  • Missing spatial volume tags added to Rig
  • Addded G3A3 and MK14 charging handle sounds
  • Hooked up glass shatter sounds to Wwise and temporarily removed glass impact sounds until we can set them up to work with Wwise (for performance gain)
  • Miscellaneous VOIP fixes
  • AI bark manager created to prevent excessive reuse of AI barks in a short space of time
Missions, maps and mission editor
Team insertion points for the Team Elimination game mode have had a bit of an overhaul, and we’ve provided some new missions to thank you for your patience as we worked on this patch and the next main release. In more detail:
  • The Team Elimination game mode and validator were changed to add mutual exclusion spawn groups, and tweaked to improve the randomization of spawn points each round
  • A pass was done on all current Team Elimination missions to adapt to the new system, setting up mutual exclusion spawn groups as needed
  • Tentative fix for players being auto-balanced in DTAS (Dynamic Take and Secure) after spawning in with the (now) enemy team; one consequence is that late joining during PreRoundWait is disabled if auto-balance is on
  • The confusingly named "747 (Plane Only)" Terrorist Hunt mission was renamed to "747 (Plane and Nearby)" and supplemented by a new "747 (Plane Interior)" TH mission which really does do what it says on the tin
  • Added new 747 (Plane Interior) Deathmatch mission for (much) lower player counts
  • Added new Rig (Decks 1 and 2) DTAS mission to complement existing Decks 3 and 4 DTAS mission
  • Added new "Storage Facility (Storage Cavern)" DM map
  • Added new "Storage Facility (Underground)" DM map
  • Added new "Storage Facility (Underground)" TH map
  • Fixed an off-screen insertion point for Storage Facility TH map
  • Bad laptop fixed in Depot's Intel Retrieval mission
  • Wobbly tree on Compound fixed
  • The new NavmeshBlocker actor added in the mission editor as a temporary fix (until we get the new AI in the next big update) to keep AI within specific parts of the map
  • 747 (Plane Interior) TH, 747 (Plane and Nearby) TH, Compound (Compound Only) TH, Small Town TH, Run Down TH and possibly 1 or 2 other missions were updated to include the new NavmeshBlocker feature to partition the map and keep AI within the mission area
Admin
  • Updated Server Browser to ensure it stops refreshing the server list if you try to connect
  • Added -RandomMapStart=N server command line option to start from first map (if N=0) rather than random pick (if N≠0), as was previously always done
  • A basic anti-cheat function was added to stop players playing when it is detected that specific files are missing (e.g. flashbang FX) — we can’t completely prevent players from cheating, but we reserve the right to prevent the easiest/laziest methods!
 
Hotfix for Patch V1032.1
Hotfix for Patch V1032.1 to address some of the critical issues that are keeping some from playing the game.

We've had to restructure a few things internally, and we haven't been able to fix all the bugs just yet, so we expect to be putting out another, smaller patch soon to tie up the work on 1032. Thank you for your patience, and please do continue to submit bug reports via the in-game bug reporter or in the #bugreports channel on discord.

Client - Build ID : 8410326 60MB
DS - Build ID : 8410339 30.4MB

Without going into too much detail, we've done the following things:
- fixed lighting not being reset if you were AFK kicked
- added fly/walk/ghost options for cheats-enabled servers
- SloMo, Ghost/Fly & Camera and other cheats are now reset when transitioning to new sessions
- added FreezeFrame() override to ensure pause is only called on server
- updated ABP_Character to fix crouching with grenade, tablet & breaching charges etc
- updated BP_Tablet & BP_BreachingCharge to revert to previous DesiredEngagedAlpha when unequipped
- BIG overhaul of night vision (NVG, rangefinder NV mode) to try to fix unreliable replication/behaviour with lasers and other issues
- rangefinder different magnification level for NV mode re-enabled
- updated ABP_Character to blend between left hand overlay and non-left overlay elbow pole target based on high/low position (for better grip position)
- moved grenade trigger used for alpha shooting range area in ReadyRoom.
- updated UGBCharacterMovement::CanMantle() to check that initial traced object blocks pawn and actually has collision enabled
- fixed collision issue with Ural truck flatbed
- fixed crash caused by shooting windows
- updated placement of sound components on doors to move with door and not be static

Known Issues
- there is a 'gun dip' when you move with weapon in ready position
- known and will be fixed in the next patch - the overhaul to the NVG systems probably left a few bugs - please report in the usual way
- rangefinder spectate mode does not work properly
 
We want to make sure we've nailed Patch V1032.2 before we release it, so we're opening up the DevTest "beta" branch on Steam exclusively for our Discord community to try out.

To opt into the testing:


1️⃣
In your Steam Library, right-click your GROUND BRANCH install (not CTE!) and select "Properties".
2️⃣
Click BETAS on the left-hand menu.
3️⃣
Enter this beta access code in the text box: Groundbranch1032Test
4️⃣
Click Check Code, then click the blue button.

You should now see [devtest] next to the GB entry as Steam starts downloading it.


WHAT TO TEST?
Here's the changelist so you know what should be fixed:

* updated stride length calculation to fix 'dip' when moving
* big restructuring of inventory item system (in particular replication) with the aim of fixing a wide range of online kit bugs
* lots of changes behind the scenes as a consequence of the above
* miscellaneous bug fixes identified during the course of the restructuring
* dragging-and-dropping attachments will now copy the skin for the attaching item from whatever you are dragging it onto, if possible
* updated inventory bar to equip a rifle on single press if hands are empty and there is a rifle on left/right shoulder, but not slung from chest
* updated platform system to make sure a single dump pouch is added to the players inventory (attaches to belt or platform, whichever is found first)
* make sure newly spawned mag/round for AI is added to their inventory
* fixed right elbow while sprinting with tablet/grenade
* fixed skin not being applied when selecting item without customising it
* fixed magnifier having no sight picture when swapping from offset sight back to it
* fixed zoom in/out input staying active even when not looking down sightline with magnifier
* restructured night vision handling (local and spectator)
* map tablet now fills screen fully when equipped — the camera automatically moves down and zooms in on it
* small update to ladder handling code so ladders should work a bit better
* server browser now obscures passwords in the text input dialog
* fixed item not being brought up upon entering play unless it was already equipped in the RR prior to leaving it
* tweaked position of display mag info notifier in mag check widget
* fixed iron sights validity check
* fixed issues related to the input sensitivity value not being set back to zero
* fixed cheap wooden doors on Compound having no collision


Caught any new issues or things that aren't quite fixed? Let us know and we'll get on it.
All testing is greatly appreciated!

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Screens da comunidade
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Última edição:
Build Update #036: Patch V1032.2


Build ID: 8622958 (Client) / 8622968 (Dedicated Server)
Download size: 82 MB (Client) / 46 MB (Dedicated Server)

⛔ IMPORTANT: CLEAR YOUR OLD FILES
We generally recommend players to delete all contents in the following locations (copy-paste these into your File Explorer address bar and hit Enter):
  1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
  2. Documents\GroundBranch
⚠️ Not doing so may cause various asset and input issues in your game.


Patch V1032.2 is now available!

This is expected to be the last patch for V1032, after which — if nothing game-breaking comes up — we will be fully shifting to work on the V1033 release.

Here's the full change list with all of the fixes and tweaks:

DevTest changes

If you have played the latest DevTest build (shared about a week ago with our {LINK REMOVIDO}), these changes will not be new for you:
  • Updated stride length calculation to fix "dip" when moving
  • Big restructuring of inventory item system (in particular replication) with the aim of fixing a wide range of online kit bugs
  • Lots of changes behind the scenes as a consequence of the above
  • Miscellaneous bug fixes identified during the course of the restructuring
  • Dragging-and-dropping attachments will now copy the skin for the attaching item from whatever you are dragging it onto, if possible
  • Updated inventory bar to equip a rifle on single press if hands are empty and there is a rifle on left/right shoulder, but not slung from chest
  • Updated platform system to make sure a single dump pouch is added to the players inventory (attaches to belt or platform, whichever is found first)
  • Made sure newly spawned mag/round for AI is added to their inventory
  • Fixed right elbow while sprinting with tablet/grenade
  • Fixed skin not being applied when selecting item without customizing it
  • Fixed magnifier having no sight picture when swapping from offset sight back to it
  • Fixed zoom in/out input staying active even when not looking down sightline with magnifier
  • Restructured night vision handling (local and spectator)
  • Tablet (map) now fills screen fully when equipped — the camera automatically adjusts and zooms in on it
  • Small update to ladder handling code so ladders should work a bit better
  • Server Browser now obscures passwords in the text input dialog
  • Fixed item not being brought up upon entering play unless it was already equipped in the Ready Room prior to leaving it
  • Tweaked position of display mag info notifier in mag check widget
  • Fixed iron sights validity check
  • Fixed issues related to the input sensitivity value not being set back to zero
  • Fixed cheap wooden doors on Compound having no collision
Post-DevTest changes

This is the list of changes made after DevTest was released, based on reports and feedback:
  • G33 Magnifier collision fixed to allow flipping up/down when in use or when not ADS
  • The magnifier is now also flipped up in the weapon customization screen to make it more intuitive to interface with other attachments
  • Updated weapon attachment placement to allow shape components to be used as well as static or skeletal meshes
  • Updated tan G33 to use the correct skin
  • Hopefully fixed issue with server details going out of scope
  • Fixed (new) issue with trigger not firing correctly and not being able to shoot when crouched
  • Updated platform to add/remove/reattach dump pouch as required
  • Changed iron sights handling to deactivate all front sight posts by default and do some general fixes
  • Corrected box collision used on some dropped mags
  • Fixed PIP scopes not having screen space ambient occlusion (SSAO) and screen space reflections (SSR)
  • Set all exterior lights in City to only be on at night (was causing slowdown at dawn/dusk due to to many lights being active)
  • Tweaked Tablet to not fully fill screen when zoomed, for a bit of peripheral vision
  • Fixed ammo check and fire selector HUD elements showing up for listen server host as well as client

📢 This has been Build Update #036!

Thanks to all of the public DevTesters for helping us get this patch squared away!

Provided this patch holds up, development will soon fully shift to V1033, and we'll soon start gathering some very exciting previews to showcase. Stay tuned!
 
Build Update #037: Another Hotfix


Build ID: 8704907 (Client) / 8704918 (Dedicated Server)
Download size: 57.3 MB (Client) / 28.3 MB (Dedicated Server)

Another week, another attempt at wrapping up V1032 for good. Here's the change list:

  • Fixed several causes of crashes — sorry about those!
  • Fixed built-in iron sights on various weapons not working or otherwise not interfacing correctly with placed iron sights
  • Fixed M17 pistol missing rear sight texture
  • Fixed apparent shifting of the firearm when crouching/leaning
  • Fixed (hopefully) zeroing issues that resulted in weird offsets, stretched necks etc.
  • General update to sight line system
  • General fixes to inventory system
  • Updated item LOD handling, fixing issue with G33 Magnifier
  • Updated kit parsing logic to fix issues with Main Menu screen characters kits, AI bot kits and others
  • Updated MK46's OnEmptyShot event to call parent version of event — fixes the MK46 not using the gradual dry-fire animation
  • Corrected material index used for reticle in Micro T-1
  • Updated passthrough widget material to be less washed out (hopefully)
  • Updated GBGameState to allow for easily debugging MOTD in-editor via GB.DebugServerMOTD console variable
  • Added confirmation dialogue before displaying web-based server MOTD: now recommends only allowing images from trusted websites
  • Server Info whiteboard:
    • Updated display settings to auto-scale to fit
    • Updated size and placement to prevent white border
    • Updated blueprint to fall back to displaying servername and motd URL if a web-based MOTD was denied earlier and remembered
  • Made firing and pump animation two deliberate motions by adding slight delay before calling the pump animation
  • Updated Tablet item to better handle laptop interactions (putting Tablet away and switching back) in Intel Retrieval mode
  • Fixed bug in spawn-finding algorithm for Deathmatch (was using wrong TeamID, so not finding spawns as far as possible from other players)
  • Disabled debug strings related to trigger pull failing
 
1032.2 Hotfix #2
We have released another hotfix for the main install of Ground Branch as we try to take care of some annoying and game breaking issues.

Main items being attempts to squash the looping firing sound bug and various issues with attachments and iron sights. There will be no blog post, so here are the details...

- various attempted fixes of lingering issues with looping sounds/particle systems
- changed weapon validation to remove an iron sight blocked by another non-iron sight (or its parent adapter) from validation check (any remaining iron sights will be ones meant to be functional and non-cosmetic / overriding)
- updated physics assets on firearms with built-in front sights posts to ensure appropriate rear sight can find them (note: FN FAL Tactical front sight post is so low it, BUIS' won't find it)
- updated no sight post message to mention rear sight may just be too high to find matching front sight post
- cleaned up front sight post physics mesh to allow better sight placement (affects FN Tactical, M16, M4A1 and M4 FSP)
 

Intel Update #010:

First V1033 Previews + SALE! GB is 40% OFF​


What’s up, everyone?


It’s been a hot minute since our last Intel Update, and although we have been patching V1032 for a while now, work on upcoming release V1033 has been ongoing for several months behind the curtains. Before we start teasing the goods, however, we need to talk about a couple things:


🔥 Summer Sale: GROUND BRANCH is 40% OFF until July 7th!​


That’s right! GROUND BRANCH is currently a whole 40% OFF, which we think is a pretty dang good deal and our highest discount yet.













What’s up, everyone?
It’s been a hot minute since our last Intel Update, and although we have been patching V1032 for a while now, work on upcoming release V1033 has been ongoing for several months behind the curtains. Before we start teasing the goods, however, we need to talk about a couple things:

🔥 Summer Sale: GROUND BRANCH is 40% OFF until July 7th!​

That’s right! GROUND BRANCH is currently a whole 40% OFF, which we think is a pretty dang good deal and our highest discount yet.

You can grab your discount copy directly on Steam, or you can…


❤️ CONSIDER BUYING DIRECTLY FROM OUR STORE
Buying the game from our Store ensures that we get the full cut of the purchase, as opposed to Valve taking 30%.
💰 Use code GBSUMMER at the checkout to apply the 40% discount.
Please note the GB Store has no regional pricing — it can only use the base USD price tag!



You have exactly 2 weeks (until July 7th) to think about it or get that one friend (you know the one) to pull the trigger on this fantastic opportunity. Let’s get the word out and make sure to welcome the new players in!


We’re hiring: VFX Artist wanted for particle effects​


This one is for any industry pros that might be lurking: BlackFoot Studios is looking for a VFX Artist to create awesome, realistic particle effects in GROUND BRANCH. For more details, click here.


Also, the Senior Gameplay Engineer/Developer position is still open. So if you know any Unreal Engine & C++ wizards out there (or happen to be one yourself), get in touch! Full job details right here.


So how’s V1033 coming along?​


That’s what most of you are here for, so let’s move on to those sneak peeks we promised. Here are some of the exciting things currently under development.


New sky and weather system​


GROUND BRANCH V1033 is being setup with a new system that allows for dynamic sky and weather effects, which means clouds, the moon and stars will be making a return.




You like this sky? Kinda makes you feel like operating. I kinda feel like operating right now *tears away civilian clothes*
We’re still assessing performance, but if it proves to work well, we may soon also be able to choose not just the time of day, but also whether the sky is clear, cloudy or overcast; whether there’s a moon out at night or not; and even if it’s rainy or foggy. The whole system is also being rigged up to inform the player of lighting and visibility conditions, as well as to allow a specific mission date to be set in order to emulate the real-life weather conditions of a certain area (where the map is set) at a given time.


This early prototype for the more advanced settings should give you an idea of the depth of the new system:


unknown.png



Although we are not yet sure how many of these options will be available to players (at least initially) nor exactly how it will all be displayed, the back-end to support it is already in place. Just keep in mind that it’s early days, and if the plugin’s performance hit during regular gameplay is too big, then we might need to pull it until we can make it all play nice.


Updated night vision effects + incoming GPNVG-18


One of the most requested items in GROUND BRANCH history — the famous (and sometimes infamous, particularly if you ask a GB dev) GPNVG-18 “quad NODs” panoramic night vision goggles — is finally making its way into the game, along with a number of enhancements to the overall night vision and IR laser effects.





Among the improvements, you may notice how the goggles take up a larger portion of the screen. Instead of simply expanding the NVG overlay mask, which would grant players an unrealistically wide field of view, this was done by switching the FOV (that is, by “zooming in”) in order to make the realistic field of view display at a larger size. This effect will likely be made optional as it might disorient some players.


Have a quick demo video (remember it’s all WIP!) from Fatmarrow to see it in action:






As you may be able to spot in the video: the noise speckle effect has being reworked; mask movement and lens shading have been added to give the camera a more natural feel; and the goggles now appear to bounce when running/sprinting (this will definitely be tweaked/toned down). The goggles are also using a white phosphor overlay, which will be available on the dual-tube NVG too (as will green be available on the GPNVG-18), and the IR laser has also received an update.

What do you think of these updates so far? Let us know in the comments!

Patches, but not the kind we had a bunch of for V1032​


We’re talking velcro patches that you can place on your character’s shoulders, headgear and (eventually) vests. Like so:



Full-color US flag patch on ball cap

Patches will be making a comeback from the pre-Early Access days, and they should not only make customization more fun and authentic, but also start making IFF a little easier.


Another cool feature of patches will be a tint selection: in addition to the full-color version of each patch, 3 types of subdued tints — tan, green and grayscale — will also be available for those who don’t want no flashy colors spoiling their drip. Or their camo, sure.

Patches may not be the only new stuff in this image; note the subdued (grayscale) US flag patch on the helmet and left shoulder

Weapons​


You have probably already spotted the MK17 SCAR-H in one of the screenshots above, so that cat is out of the bag. Modeled by the talented Cody Cudmore (aka ParallaxGameStudios), the MK17 will initially come in two versions: “CQC” (with the shorter 13-inch barrel) and “DMR” (with the standard 16-inch barrel and Midwest Industries handguard rail extension).





Ground Branch - MK17 MOD0



Cody has modelled several extra parts, however, that will be available when the ability to swap stocks, handguards and barrels is implemented. You can see most of the parts (along with some beautiful renders of the new MK17) in his ArtStation page.


Other upcoming weapon updates​


Several of Cody’s models are being continually upgraded, so expect remasters of various attachments (including the AN/PEQ-15 and optics like the PRO, RMR, AccuPower and more) to have made their way into the game by the time V1033 hits.


Another new asset you may have spotted earlier is the new M1911A1 by Bakr Asaad aka Raider3D:





This modernized M1911A1 features a Picatinny rail for lights and lasers and a threaded barrel for suppressors, as well as 8-round and 10-round magazines. Aesthetically, it combines elements of various iconic 1911-style pistols used by American SOF over the last couple decades, retaining much of its classic look.


The update will also include plenty of AK-74 and AK-105 platforms (both with and without Zenitco parts), new SVDs, a PMM pistol, the suppressor for the MK46 machine gun… But hang in there, we’ll be unveiling more of these in the future.


Characters​


As those spoilery screenshots earlier showed, character assets will be getting some new additions as well. Namely, we’ll be adding a new character head, and beards will finally make their comeback. That’s not all, but since we’re not sure at this time just how much will make it to V1033, we kindly request that all readers exercise caution with their hype levels.


Let’s take a look:

Male 05 render, with and without beard Hairstyles fit for each character, including headwear versions of the longer styles (to reduce clipping)
Hair color selection may not make it to V1033, but the assets have all been created to allow it once we get the functionality in.


Lastly for the character art department, another commonly requested item since V1032 has been tucked-in tops. Pau Peñalver is making the adjustments, and we’ll see how they end up in the game as far as selection goes.

Some shirts just look a little off when untucked, so we’re working on tucked-in versions

Audio and animations​


Among other things that we’ll be discussing in a later update, Mikson and Mike have been busy getting the new weapons to sound and move nicely, respectively.


Mik has also been working on environment-specific “tails”, which refers to how the gunshot sounds reverberate differently depending on the type of environment. So in addition to sounding different depending on whether you’re outdoors, in a small room or a larger room, shots in V1033 will have distinctive tails for urban, marine and generic outdoors, with the possibility of a woodland-area tail in the future too. Here’s a little demo:






New unsuppressed gunshot SFX for the MPX, 5.45 mm AK platforms and other weapons will also be in the update.


Other developments​


This is it for today’s Intel Update, but before we sign off: we are also working on AI features, modding, map updates, a new map and game modes for V1033 that we’ll be showcasing at a later date.


Thanks for reading, and stay tuned!
 
Intel Report #011: V1033 Progress and Other News


Hey, everyone!

It's been around a month since our last dev blog (#010), and because we are now aiming for monthly entries, the time has come again to showcase some more progress and talk about other recent developments.

Intel Update is now INTEL REPORT!
We are renaming our series of dev blog entries from "Intel Update" to Intel Report. The reason is that some players would simply glance over the title, spot the word "update" in it, and immediately proceed to type "did we get an update?" in the nearest text box, prompting confusion and aggravation in an otherwise incredibly peaceful and welcoming community.

New dev team members
As some of you will know from our recent job ads, we have been looking for reinforcements in a couple areas: VFX (visual effects) and programming being the main ones.

We hope to have news on the programmer role very soon, but in the meantime, we are proud to introduce new BlackFoot Studios members
Charles Schmidt and Zack Regan!

Charles is our first dedicated VFX Artist. He was previously a gameplay designer and visual effects artist for Operation: Harsh Doorstop, and is now giving the particle effects in GROUND BRANCH some much-needed love. He will be working on making hit impacts, muzzle blasts, smoke, blood and all kinds of visual effects in the game look and perform better.

Zack's joining us as an additional Sound Designer whose skillset nicely complements Mikson's, with valuable Wwise and Unreal Engine integration experience. Formerly a member of Code Blue Games, Zack is also a composer, so we might be seeing some new tracks in GB down the line.

Welcome to the team, guys!

💡 We'll be checking out some of their initial work in a bit, so read on!

Performance optimization
As a pre-alpha game on Early Access that also happens to have a handful of fairly unique features, GROUND BRANCH is bound to have its performance fluctuate over the course of development as we add, remove and generally change things around. And although we always keep track of the worst performance offenders, fixes are rarely straightforward and may take some time to figure out.

It's no secret that performance in V1032 is less than stellar, with certain aspects of audio and asset modularity being some of the major culprits. Here are some of the steps we have been taking to address them so far:

M4, MK18 and HK416D asset optimization
Though beautifully modeled and textured by Bakr Asaad, the M4 and HK416 families of carbines are using around 12 texture sets per weapon as of V1032. The models were created with very granular customization in mind, with each individual part having its own texture set.

If you go online and your team is using an assortment of different M4- and HK416-based weapons — easily some of the most popular guns in the game — that could be loading upwards of 30 texture sets for those weapons alone in your GPU's memory. Not ideal when you already have in-depth character customization, meaning a whole lot of other assets to render.

For V1033, we had those weapon models rebuilt to use only 3–4 texture sets each, while preserving as much of the quality and fidelity of the originals as possible. This change may not be as impactful as the more CPU-intensive issues such as those caused by dynamic lighting and audio, but every bit helps and it had to be done at some point.

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Updated HK416 with optimized texture sets


Audio optimization
Zack has been working closely with Mikson to address one of the biggest performance issues in the game: audio complexity causing excessive CPU usage.

To better understand the problem, think back on all of the different sounds your character makes in GROUND BRANCH when moving around or firing a weapon. There's the footsteps, the rustling clothes, the crackling gear… And when shooting, there's the mechanical weapon clicks and clings, the muzzle blast, and even a dedicated sound effect for distant gunfire in case someone hears them from afar. These sounds are individual audio layers, and every time a character moves or shoots, all of these layers are "broadcast" to everyone. Needless to say, the more characters in the game, the more demanding it becomes.

To tackle the problem, the duo has rearranged the entire audio project to support first-person perspective vs. third-person perspective sounds. In practice, this means they can significantly reduce the amount of simultaneous sounds and layers that are played by determining when to play each of them.

For example: the player firing the weapon doesn't need to hear the layer for distant gunfire, so we can now tell the game to only play it as a third-person sound, i.e. for other players. Conversely, other players don't need to hear (and are unlikely to notice) the mechanical weapon layer of your shots, so they will no longer be played for them.

As another example, movement sounds can be preserved as layered audio in first-person, but for third-person playback we can now play an optimized version where all of the layers have been combined into a single sound effect. So you'll still hear a high-fidelity, multi-layered playback when you move your own character around, but the sound generated by other players will be a simplified version of that. That's far fewer sounds to play.

🎧 Audiophiles using high-fidelity equipment may notice subtle differences, but the vast majority of us will only notice the glorious gains.

First pass resultsAfter this initial optimization pass was done, Mik and Zack ran a profiler on maps Run Down, Small Town and Tanker to see how CPU usage responded to the changes.

Each map was ran three times in single player (Terrorist Hunt) with 30 AI bots, first in V1032 and then in V1033 to compare. Here are the peak averages:

Run Down
V1032: 53.38%
V1033: 36.28%
-17.10% CPU usage (~32% decrease)

Small Town
V1032: 46.34%
V1033: 37.07%
-9.27% CPU usage (~20% decrease)

Tanker
V1032: 46.17%
V1033: 22.03%
-24.14% CPU usage (~52% decrease)

The peak average for these maps in V1032 was 48.6% CPU usage, which was brought down to a 31.8% peak average in V1033 — or a 34.6% decrease. Not bad at all for a first pass.

It's worth noting that these numbers are strictly for CPU usage — not framerates — and we'll be running more tests as the optimization continues. There's more performance to be gained on the audio side of things alone, and certainly more scenarios to test on (e.g. multiplayer).

NVIDIA GeForce NOW
While not directly related to optimization, cloud gaming services allow players with low-end PCs to enjoy games that their machines can't natively run. And with GROUND BRANCH having an ambitious array of features that can test lower-end hardware, we have received a lot of interest in GeForce NOW support.

Well, we have mentioned before that support for GeForce NOW is planned (it's been on our Roadmap since around February), but we have recently discovered that we might be able to support it a lot earlier than expected! Steam has a feature that allows NVIDIA-approved games to be linked to GeForce NOW as long as Steam Cloud saves are setup and working. Which, by the way, they are now, and enabled by default — you can change that by right-clicking the game in your library and selecting "Properties":

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☁️ Steam Cloud saves will only be required for GeForce NOW users.

NVIDIA has yet to greenlight the integration, but our end is all setup and could potentially lead to GeForce NOW support before V1033 is even here. Fingers crossed!

Animations
As shown in the previous dev blog, V1033 will be introducing some new weapons, which require not only new sound effects, but also animations.

One such new weapon is the Russian PMM pistol, which has a fairly unorthodox reload due to the magazine release being located at the bottom of the grip. Here's the non-retention
version (sorry, no audio on these videos):




Next is the MK17 (SCAR-H), which was using the AR reload in last update's Gunshot Audio Preview video. Notice the charging handle on the right side — this was done to reduce the likelihood of clipping with the supporting hand, as well as provide a more unique reload style:




Shotgun shoot and reload sequences are also being updated, with slight changes: you will be able to load 1–2 shells at a time (depending on how full the internal magazine is) while keeping it pointed downrange and ready to fire — so you can more effectively keep your weapon full while still being in the fight — or take the time to break the weapon down into your workspace to more efficiently load shells into the magazine until full. These two reload types will be done using the two different Reload inputs (tap vs. double-tap), just like in V1032, with their speed increased slightly.





Mike has also started working on basic door handling animations, which we'll begin showcasing next month.

Visual effects (VFX)
Our new VFX artist Charles has also kept busy in his first couple of weeks, having put in some work on bullet impact and explosion particles.

Here's a quick demo of the concrete hit effects that he's put together so far. Notice how the angle of the shots affects the direction of the impact debris — shots will produce impact effects at a similar but opposite angle, rather than always fly out of surfaces at a perpendicular (90°) angle:






As the video shows, impacts will also produce larger secondary debris.

📈 These effects also have lower shader complexity than the previous ones, which could have a positive impact on performance in more intensive situations.

Charles has also started prototyping collision logic, with the preliminary goal of making explosion particles react appropriately to their surroundings and not go through walls etc. Here's a quick demo:





Maps
Storage Facility
has been receiving a makeover by Will since its layout redesign in V1032. This art pass adds some welcome character to the facility, with the concept of a repurposed Soviet-era mine, and adds a lot of background detail suggestive of its location.

Here are some shots of the map at around 90% completion:

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A view from the dock area showcasing the distant backdrop art pass


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The open area right in front of the tunnel's main entrance; notice the abandoned elevated conveyor belt structures


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High ground section (warehouse)


John has also been working on a new map idea — working title "Docks" — that may or may not make its way into V1033 as well:

f9e55bb7d5df4483a89b65f375796c2990bf6420.jpg


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New weapon models
We showcased the new M1911A1 in the last dev blog, and you can see some new angles of that on artist Bakr Asaad's portfolio here.


In the meantime, we have also ordered a new .45 suppressor from Cody to go with it: a legacy Ti-RANT 45S from Advanced Armament Corp. (AAC):

b1d69265764bcf67c31da4dbf00ea5a57e3bfc6d.jpg


Other weapons are also getting some love in V1033, with the AK-74 family and SVD having received remakes by AK Productions. Be sure to check out their portfolio here for the full galleries and other work they have made.


Here are some previews of the AKS-74U (with both factory and Zenitco parts), as well as the SVD (with both wooden and polymer furniture):









📷 We'll be showcasing the new AK-74M, AK-105and other assets by AK Productions in a future update.

As is the case with the upcoming MK17 (SCAR-H), these weapons will be added as individual pre-built configurations at first, though you will be able to swap out parts like stocks and handguards down the line when we set things up to support that level of modularity.

The new M24 is also in the make. Here's the latest progress shot, just before entering the low-poly stage:

20afab1d7e3ad0a66f1be7831440570033f92862.jpg

The M24 will be fitted with the MIRS (Modular Integrated Rail System) and a threaded barrel for suppressor mounting


AI
We're investigating how to address one of the most frustrating aspects of the enemy AI: their perfect eyesight at night, making stealthy gameplay nearly impossible.

Initial prototyping is being done using some logic to read pixels and check them for brightness. That is then hooked up to a render capture component attached to the AI, which will be taking snapshots of all the lighting currently affecting players.

The idea is that if you're caught in one of these snapshots and the brightness reading is determined to be high enough for detection, then you get spotted and the AI reacts. Otherwise, it is told to ignore your presence. Remember that once you give bots basic abilities — like "when you see a player, shoot" — it's a subtractive process of telling them not to based on a set of conditions, whether it's because they shouldn't be able to see through walls, or because they shouldn't be able to see you in pitch darkness.

Unfortunately, we have nothing palpable to show at this time, but should hopefully have some kind of demo in the next Intel Report.

Modding
Modding in V1033 is still very much a work in progress, but there are two main developments we can talk about at this time.

Firstly, all current kinds of mods (such as game modes and missions) will now be packaged and uploaded to an online repository (details to be finalized), and this should greatly simplify the delivery of mods to users, and propagating updates to mods. Server owners should be able to select mods to be active on the server, and these should automatically be distributed to players joining the server. The days of players having to drop .csv files into their game installation should be over!

Secondly, there will be some new kinds of modding — most notably custom patches, as well as mutators. These mutators are Lua scripts (like game modes) that are intended to extend and/or replace basic game functionality, without requiring a more complicated solution using the SDK (which is still on the way). The full feature set is yet to be confirmed and is likely to be extended over time, but provisionally mutators will allow server owners to customize match structures, map changes, default/allowable player names, custom callsigns, and other server behaviors. They may also be able to do things like pistol-only modifications to any game mode, and so on. Much is possible, but not everything may make it to V1033.

We'll share more details of the modding system at an appropriate time. But we know the community is clamoring for more modding possibilities, and we are doing our best to get this in-game at the earliest appropriate opportunity.

This is it for today's Intel Report!
We appreciate you taking the time to read this post, and hope to keep a steady stream of previews and progress showcases going. Thanks for your continued support, and we'll see you next month!
 
De fevereiro para cá houve algum avanço grande em relação a IA do jogo?
 
Intel Report #012: September News
Happy Tuesday, everyone!

Time for another Intel Report, where we go over the latest happenings in development as the upcoming GROUND BRANCH update V1033 continues to evolve.

📅 Be sure to check out last month's Intel Report (#011) in case you missed it!
GROUND BRANCH on GeForce NOW soon
As mentioned last month, GROUND BRANCH is coming to GeForce NOW — NVIDIA's cloud gaming service — which will make the game accessible to a whole new audience of subscribers.

NVIDIA has confirmed that this will happen sometime this month:

b510cc2de4fac69f28863973f4ea8a04dda5cda9.jpg


We'll be sure to make a quick announcement when it goes live!

New coder in the house
Last month we announced the addition of VFX Artist Charles Schmidt and Sound Designer Zack Reagan to the team, but some of you may remember that we still had a vacant senior programmer spot. And this month we're very happy to announce that is no longer the case, as Christoph Bockhahn joins us in a Senior Programmer capacity!

Chris' resumé is too humiliating for us to fully cite, but it should suffice to say that he was working for Acer before and has a master's in astrophysics. In addition to his general programming background, Chris has industry experience in UI, tech art, gameplay engineering and, of course, the mandatory Unreal Engine skills.

The biggest benefit of getting Chris on board is going to be speeding up AI development, which is of course great news for most of the GROUND BRANCH player base.

Let's all welcome Chris to the team! We'll take a quick look at some of his initial work next.


Some AI news
As announced in February, AI is being rebuilt using Kythera AI, a specialized middleware.

Though implementation is still very much under-the-hood at this point (meaning nothing cool to showcase, unfortunately), Chris has taken the time to start prototyping a friendly AI ordering system:

b75efbd2ef88362cde55a65eb3988dd03f1c6187.jpg


Patches and callsigns
Continuing the work on patches for headgear and shirts, we now have callsign patches in-game, for ease of identifying operators on the field.

9e777c332ff00e317451d48556d9104b1c9a1586.jpg


Players can choose a three-letter callsign code, or have one generated automatically when changing name. Servers can also apply a callsign patch policy, for example to force players to have callsigns based on their chosen element (A, B, C, D), to override any selection by each player. There is no need to choose a callsign patch in the character editor — these are added automatically whenever a callsign is used.

Depot is getting a visual update
Environment artist Will has moved on to giving Depot a thematic art pass to get it more in line with Storage Facility, which is set in the same region.

Here are some preview shots:

4ebc81a2e0c723301e1c52ae97141f47d5971c8f.jpg


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New Storage Facility previews
The Storage Facility map overhaul is done, so why not appreciate some ultrawide shots of that beauty in a different lighting?

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Audio optimization continues
This month we have further optimized the audio side of things by lowering the amount of memory usage by at least half, based on performance testing on Small Town with 30 bots.

This was done by optimizing how the weapon sounds were loaded. Now, instead of all weapon sounds being stored at all times, only the ones in use during a particular mission or round are stored.

This method will also allow for easier audio modding in the future, as you only need to edit and rebuild the sound bank for the weapon you want to mod instead of rebuilding the entire weapon sound bank for just one weapon.

Combined with the CPU optimization that we detailed last month, we're looking at roughly a 50% gain in audio performance so far — not too shabby.

🎧 Weapon tails and other sounds are also continually being reworked and improved alongside the optimization work.
Doors: a game designer's nightmare
Doors are having part of their logic redone to address one of its main issues: getting both players and AI stuck in them.

Some degree of physics simulation is also being added in order to once again allow cracked doors — that is, partially open ones — to be pushed by just walking into them.

We're also hoping to get a nicer looking effect for exploding doors while we're at it.

More VFX progress
Work on particle effects continues as Charles converts all of the existing VFX to the newer Niagara[docs.unrealengine.com] system before reworking and improving them.

He has zeroed in on bullet impacts and has recently started improving the breaching charge explosion:











Animations
Though we cannot showcase it at this time for various annoying reasons, we can confirm that some basic new manipulation animations will make it to V1033.

Players will actually start seeing their character flip magnifiers on and off, flick the Specter DR's lever to the front and back, and pull their night vision goggles up and down.

🚪 A basic "magic hand" type of animation for door interactions may also be present as a placeholder. That still beats telekinesis, right?
Mike has also been busy with hand poses and reload sequences to fit the new and updated weapon models, which we'll cover next.

Weapon models
Weapons and related assets continue to be created and revamped as needed by our trusted contractors, which — between brand-new items and replacements — has so far allowed us to add over a dozen new weapon models to V1033.

Let's make a quick list, starting with the new weapons:
  • MK17 CQC / DMR
  • Wz.88
  • AK-105
  • PKM
  • PMM
  • M24 SWS
Speaking of which, here's how that last one turned out:

c8f32753c88450169f9f9c11515aaf12519891d9.jpg


d682c0d3a9b204841529bc1a338e97a4fbe86a66.jpg


Now for the replacements/updates:
  • M1911A1
  • AK-74M
  • AKS-74U
  • AK-105 Alpha (replacing the AK-74 MI)
  • AKS-74U Alpha (replacing the AK-74 MI CQB)
  • SVD
  • M16A4 (currently in development; the old model has issues in both scaling and quality consistency)
And that's not even mentioning extra parts and new/updated attachments that will make their way into the game as we go.

As promised, here's the new AK-74M, as well as the AK-105 with tactical Zenitco furniture:

[cdna.artstation.com]

[cdnb.artstation.com]

More renders of the AKs on the AK Productions ArtStation right here[www.artstation.com].

We can also confirm that an "A2" carry handle is finally coming for the M16/M4 series of weapons. That's right. We caved.

😔 Why the focus on visuals? We want better AI!
From time to time, part of the player base questions our priorities, which is understandable: why are we putting resources on models, effects or any other superficial thing when there are areas of development in more urgent need of attention?

Well, that is simply because not everyone on the team can do everything. For example, telling our art guys to shift their focus to gameplay code will only result in neither art or gameplay seeing progress.

So while progress may be slow in certain areas, others may (and should) continue to develop normally.

That said, AI has seen little progress in the last couple of updates, but is now getting worked on intensively, beginning with the integration of the new Kythera middleware. AI is one of the harder aspects of game development, and the results won't be immediate — it's an ongoing task that will be spread over the next few updates and beyond — but the key takeaway here is that we are now "all systems go", in all areas of development.
This has been Intel Report #012!
We hope you found this post informative and interesting enough to make the soul-crushing wait for V1033 a bit more bearable.

Thank you very much for reading, and we'll see you on the next one!




Stay connected
 
Intel Report #013: October News
What's going on, everybody?

We got another Intel Update for you, and this month we have news and showcases for both V1033 — our next major update — as well as a little preview of something that will be coming later on (V1034 or later). Don't forget you can always get an overview of what's on the way via our Roadmap[trello.com].

Recap: GROUND BRANCH on GeForce NOW
As announced in late September, GROUND BRANCH is now available on NVIDIA's cloud gaming service GeForce NOW (GFN).

Earlier this month, we also fixed an issue with GFN players losing keybinds, game/video options and listen server configurations upon ending a play session. These settings were all set to save to the Steam Cloud, so everything is now kept safe.

News for V1033
Here's what we have this month for our upcoming major release V1033.

Pistol red dots, new models and stuff
V1033 will finally allow you to mount a mini red dot sight (such as the RMR) to pistols that are fit for it. At this time, that includes both G19 models, the MK25 and the M17.

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MK25 equipped with the RMR mini red dot sight, as teased on our Twitter

We have also added a new mini red dot sight, the Docter II, commissioned to Cody Cudmore[www.artstation.com]:

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As mentioned in the last report, we have also ordered an A2-style AR carry handle, as well as a brand-new M16A4 model that better matches up with the other AR-15 models both in quality and scale. The Bipod Grip is also receiving a new model. Here's a screenie with all of that stuff put together:

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While we're talking popular demand, we've made the SMG/PDW pouches into doubles so you can carry as much ammo for them as you can for rifles:

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Selectable shoothouse layouts
Running the shoothouse (sometimes killhouse) on The Farm is always fun, but it can get stale with the fixed floorplan/layout.

In V1033, players will be able to choose between a number of different layouts (5 at the time of counting) — including the old layout last seen in V1030’s “Killhouse” training level — via the Target App display, right next to the shoothouse’s entrance:


Prototype of the upgraded Target App display: now has a dropdown menu to select different layouts, which are previewed on the right

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Main room for one of the new shoothouse layouts

💡 We'll continue to expand on shoothouse layouts and functionality as we progress.
In case you're wondering, the existing layout (currently in V1032) remains as the first option.

Server quality of life
One of our tasks this update is server quality of life. This mostly means a lot of little fixes and features to try and make server admins' lives easier, but there are also some improvements to the online experience for regular players.

Let's look at a first example, the Kit Restrictions menu in the Admin Panel:

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This is being wrapped up now, and should allow server admins more easily to set up restrictions for the skins that different teams can use on their kit, for ease of friendly vs. enemy identification.

Another feature that has long been requested is the favorite servers feature. The UI has been there for a while, but finally it has been rigged up:

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This feature is tied into Steam directly, so you can view and manage your favorite servers offline within Steam as well:

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Another change that has been made is to allow server admins to specify a "message of the day" text that can be displayed as usual with the admin motd console command, while simultaneously displaying an image on the server info board (via the new <text> tag). Changes made by admins to the message of the day or server name will also propagate immediately to all users. It's the little things.

Callsigns
As mentioned last month, V1033 will be bringing callsigns: short IDs by which players may be more easily identified.

Callsigns are displayed as their own arm patches (though only on tops that have a velcro patch) and are limited to three alphanumeric characters (A–Z and 0–9) which can be entirely custom — within limits — or use an automatically assigned Team Element-based value (e.g. "A-01" if you're first man on element Alpha); the latter can be forced for all players by server admins.

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Grayscale US flag and callsign patches applied on compatible top (Fleece Hoodie). Notice that the active checkbox overrides the player-defined callsign ("SCO") with an automatically assigned callsign ("B-05" or Bravo Five) based on the player's current Team Element.

Various UI elements have now been updated to include the new callsign system, and as part of the server quality-of-life upgrade, server admins can do whatever player name and callsign validation they wish via a new server management mutator packaged into a mod.

The specific format of these callsigns can also be chosen by the server owner.

Maps and game modes

Docks missions
All game modes are now made for the new Docks map, including the most complex Intel Retrieval setup so far. Some more limited Deathmatch areas have been created, and DTAS (Dynamic Take and Secure) should be a very interesting tactical proposition on this map.

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Uplink should be a challenge for defenders and attackers alike, and both Terrorist Hunt and Team Elimination will of course also be present.

Depot overhaul
The Depot overhaul continues, and as the teasers below show, it's proving to be a pretty massive one. Can you tell which areas of the V1032 version these angles correspond to?

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The updated Depot will also require a game modes and acoustics update in order to account for the design changes.

Ready Room hints
Though not directly related to level design, we have also made some updates aimed at new players, with revamped hints in more prominent places, as well as "in-world" Ready Room hints to make things as clear as possible about where to go and what to do to start your first GROUND BRANCH game.

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All hints are temporary and disappear after the first few sessions, though they can be reset under Settings › Gameplay to start appearing like at first launch.

Hostage Rescue (PvP) and Terrorist Hunt improvements
While we are working on a PvP Hostage Rescue game mode, we are not ignoring the PvE modes.

Besides the AI improvements discussed in Intel Report #011[www.groundbranch.com], the Terrorist Hunt mode is being refined with two new features that we're currently testing:

  • On some larger maps, a new "AI hotspot" feature will be available where certain areas of the map spawn a larger-than-usual number of enemies, providing more of a focus and a challenge
  • The return of the "bum rush" feature, in which the last few enemies on a map just can't take it any more, and attempt to charge down the remaining players — hopefully reducing the incidence of "where's that last damn bot?"
Audio
As the long process of audio optimization continues, Mikson has put a little time aside to record a short preview of the new gunshot tails for large interior spaces, which you can check out below:






Beyond V1033
Some features are an ongoing development that might see their beginnings well before they're ready for the public.

Such is the case of friendly AI, whose first steps were teased last month even though it's at least a couple of updates away from an initial playable iteration. Gotta let you all know it's being worked on, right?

So this month we're showcasing some of the upcoming female characters and related assets that we've been working with Pau Peñalver[www.artstation.com] to have ready for V1034 (tentatively!). Let's take a look:

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As ever, keep in mind that although these renders are made with "game-ready" geometry and textures (as opposed to high-poly and super resolutions), they do not reflect the final in-game look due to the lighting.

That's all for today's Intel Report!
Thanks for keeping up with GROUND BRANCH's development, and have an awesome rest of the week.

See you on the next one!
 
Estive jogando ontem e hoje um tanto de Ground Branch e fiquei bastante animado com o jogo.
Acho que pulei alguns updates já que teve algumas melhorias aparentes já nas interfaces de montar os kits, ainda é um pouco confuso, mas está muito melhor que antes.


Perdi uns 5 minutinhos pra configurar e me acostumar com os controles (apontar arma, ligar laser/lanterna, correr, trocar as miras) e acho que é aqui que começam a aparecer as primeiras qualidades do jogo: tudo isso acaba se tornando natural e contribui com o "flow" durante a evolução dos níveis. Existe uma "conexão" entre a sua arma e o jogador que eu nunca vi em outros shooters táticos, não sei, parece mais físico o negócio. Todos os seus movimentos devem ser intencionais, propositais, e o jogo não só permite que você os execute dessa forma, como transmitem a sensação de que está "certo" assim. Isso pensando em 2D ainda, pois por enquanto a parte de vaulting e mantling são bastante limitadas.

[

Os sons eu achei medíocres. Não das armas, esses estão bem legais, mas do ambiente e a trocação parece meio artificial, incompleto. Mas eis que no post acima eles comentam justamente sobre isso, que é um dos focos desse próximo update. O "tail" dos tiros. Junto com tudo o mais que trouxerem, vai agregando ao jogo. As explosões de granadas e bangs que te deixam meio surdo, mas de uma forma meio "opaca".... Sei lá, é uma sensação diferente dar um breach e limpar uma sala nesse estado, sem ouvir direito o que está acontecendo, mas sabendo que a bala está comendo por perto.

Graficamente o jogo é muito bonito nem tem muito o que falar. Estão somente agora adicionando efeitos visuais especiais, então vai melhorar bastante nesse aspecto.
Mencionaram sangue também, algo que está fazendo muita falta, visto que o impacto de tiros nos bonecos é MUITO satisfatório, mas não possuem nenhum feedback visual. Vindo de um Ready of Not, é muito limpo, estéril.


Joguei uns poucos mapas no Lone Wolf versus AI só pra acostumar com os controles, mas a IA ainda é meio limitada. Estão melhores que antes, onde eram SUPER BOTs, mas são bem limitados, ainda mais se comparar novamente com o Ready or Not. Como foi mencionado no post lá em cima da página, integraram uma API só pra IA, então futuramente pode ficar REALMENTE legal tudo isso visto que o desenvolvimento nessa parte foi deixado de lado.
De qualquer maneira, atualmente os bots proporcionam um desafio OK, dá pra fazer um flow com o seu grupinho e se divertir.


Também tive oportunidade de jogar algumas partidas PvP que foram legais. Nos momentos que é CQB não tem muito o que fazer, TTK é baixíssimo então é preciso ou estar bem afiado ou estar bem coordenado com seus companheiros. Nos mapas um pouco maiores, como o Compoud do Osama, rola umas trocações bem legais. Novamente o jogo passa a sensação de dano, de tiros perto, tudo isso sendo não muito invasivo (você mal nota as bordas brancas da tela, até ter certeza que estão atirando em você) o que contribui pra a experiência praticamente HUDless do jogo.
Minha crítica ao PVP foi a pouca variedade de spawns, variações no mapa e tal, mas é algo que pode ser ajustado durante o desenvolvimento.

Falando em HUDless, o jogo não faz questão nenhuma de ser amigável, mas possui algumas ferramentas que podem ajudar as pessoas a se coordenarem. Por enquanto tem apenas a divisão entre esquadrões (A,B,C,D) mas com a adição de patches, vai ficar um pouco mais fácil achar os seus parceiros.
Questão de PvP e TK é foda (no PvE também). O jogo te dá as opções de uniformes e (se não estiver configurado corretamente no servidor) os jogadores têm que chegar em um entendimento sobre quem vai vestir o que (eu já deixei um preset pra BLUE/RED e outro pra BLACK/TAN) e aí a gente chega em outro ponto sobre o jogo: ele não só incentiva o roleplay, como exige um tanto dele em alguns casos. O problema disso é jogar a responsabilidade para os jogadores, e isso acaba se tornando um problema em muitos casos. Aqui, como o jogo é bem de nicho, a maioria dos frequentadores já tem um mindset certo para fazer as coisas de maneira "correta" ou pelo menos não tão inconsequentes. É quase um clube.
Aliás, um nome alternativo para o jogo poderia ser "Dudes with Guns", pois já peguei lobby que o pessoal ficava de boa na galeria de tiro ajustando seus kits enquanto uma minoria ficava se revezando nas missões.


No fim das contas fiquei com uma impressão do jogo, que se resumida em uma palavra serial: NATURAL.
Pra quem não sabe, Ground Branch durante anos foi uma lenda, um mito dos jogos táticos, algo que faz inveja ao Star Citizen e quase compete com HL3 no quesito "em desenvolvimento", mas isso porque os caras que iniciaram o projeto queriam chegar exatamente nesse "feeling" de ser simples, extremamente básico, mas profundo por conta das mecânicas base do jogo que vem sendo lapidadas a cada atualização. Pouco a pouco estão conseguindo, as custas de um desenvolvimento extremamente lento, mas que com certeza tem valido a pena pra quem aprecia esse tipo de coisa. Ainda é um jogo que está muito longe de estar completo, mas estão se encaminhando para o lugar certo. O próximo update, por tudo o que está sendo mostrado, vai ser um belo de um degrau para eles e estou oficialmente ansioso com isso.

Eu achei que ele havia perdido o fôlego depois do Ready or Not apresentar tanta coisa de qualidade em tão pouco tempo (apesar de serem jogos com temas diferentes) mas eu vejo que o jogo respira bem e está bem saudável.


Depois complemento o textão com imagens.
 
Última edição:
Intel Report #014: November News
Another month, another Intel Report!

Have you been keeping up with our monthly Intel Reports, by the way? Make sure to check out the news and previews for the last few months:

🚀 We're quickly approaching our release target for V1033 — the end of the year. As a result, this Intel Report (#014) will be the last one until the release, so that we can fully focus on the update itself.
Before we lock into release mode, let’s get on with the dev news and showcases for this month.

One welcome, one farewell
Yet another programmer has just been welcomed on board the GROUND BRANCH team: Callum Coombes, who has previously worked on Rising Storm 2: Vietnam alongside environmental artist Will Bullen, is now among the ranks of BlackFoot Studios.

That doubles the amount of code guys from what we had just a couple months ago to a total of four, which should allow us to tackle more areas of development more efficiently.

Happy to have you, Cal!

A bittersweet “goodbye” to Mikson
We’re sad to announce that long-time contributor Mikson is leaving our team this November, after a 4-year tenure. But his departure has a silver lining, as he’s leaving BlackFoot Studios to join none other than major studio Infinity Ward — a massive career move for Mikson, who became an intern for GROUND BRANCH while still in university.

In these 4 years, Mikson has personally recorded and processed dozens of firearm and folley sound effects, mixed countless library recordings, created and implemented soundscapes and ambient effects for all maps, directed voice acting, composed our main menu theme, and had an active voice in various areas of development. Hell, he even put together the V1032 launch trailer!

We couldn’t be happier about his work in GROUND BRANCH — some of you may remember the pre-Mikson days and how much his sounds added to the game — and we’re very proud to have had some kind of role in giving him a little exposure boost into the triple-A industry.

Thank you for all the passion and talent you put into the project, Mik. We wish you the best of luck out there!

👥 Audio goes on: Zack Regan, introduced in Intel Report #011, is taking up Mik's sound designer/engineer mantle.
Birds and blasts
Particles and other visual effects continue to get improved by Charles, with assistance from our programmers and the audio team.

A small but cool detail is the seagull/bird flock, which will add some more life to certain maps:




It’s a simple yet robust system that allows us to create bird flocks of various sizes and have them react to gunfire.

Speaking of gunfire, muzzle effects are also getting a lot of love. In this video, Charles showcases his system for muzzle flash to display different sets of sprites depending on the camera angle. Take a look:




What does that mean? Well, for those who don’t know: particle effects are typically composed of 2D textures — like flat pictures painted on a cardboard cutout — that are always facing the camera. By always facing the camera, you never get to see these flat textures from a different angle — which would give away the fact that they have no actual depth.

With the system showcased in the video, the side-facing muzzle flashes (that look longer) automatically transition to front-facing muzzle flashes (that look rounder) based on the camera angle to give the illusion of a real-world tridimensional effect.

💥 The muzzle flash effects are being created in various sizes and shapes to both offer visual diversity and fit the various weapons in the game.
Charles has also setup an initial implementation for muzzle blast effects — more specifically, the dust raised from certain surfaces when hit by the shockwave created by the proximity with a shooting gun:




Lastly for today’s VFX showcase, the old, funky-looking door chunks created after a door breach are being replaced with an updated particle-based effect. This effect is likely transitional — as in, it will make way for a better one later on — but quite a bit nicer than the silly door chunks currently in V1032:




Quality-of-life updates
We have already shown you some quality-of-life improvements on the server/online side (see Intel Report #013), but we’re eager to streamline and improve the player experience in other areas too.

🥒 This section is largely brought to you by the same guy making all of this cool stuff: Matt "Fatmarrow" Farrow.
The handling of custom item builds in the Customize Operator screen has been given some love. We know you like your custom builds, but browsing them can quickly become quite unwieldy. So we made a change whereby when you open the item browser, custom builds are initially “stacked” under the default item. Click on the stack, and it will expand to display all your custom builds:


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How big will your build stacks get?

We are also aware of the number of times you get pop-up dialogs and are asked to fill in item build names when editing your loadout. We don’t want this to get in the way of your Tactical Barbie™ activities, so we put in a new feature using the new mutators system: your item builds are now given default names based on what you have put together.

So your new MK17 CQC with a suppressor and a Specter DR scope is now given a default build name of, say, “MK17CQC SD SpctrDR” (see some examples of automatic build names in the gif above). If you change the build enough that it gets a new name, it gets saved with that new name. If you don’t change the build that much, it just silently overwrites the old build when you click SAVE.

If you want to use your own name, you can still do that, and you can use the new SAVE AS NEW… button if you want to pick a name. If you want to have more granular item build definitions, you can choose one from a drop-down menu. There are currently 5 options for default build naming, all subject to change:

  • Disabled — Does not provide a default save name for your build (requires manual text input from the player).
  • Just item name — Suggests only the base item as build name.
  • Item name + key features — For weapons, this includes the name of the base item, sights, and whether it has a suppressor. For vest platforms, it lists all pouch types.
  • More verbose — For weapons, this lists all of the above + lights and lasers. For vest platforms, this specifies the amount of each pouch carried (e.g. “JPC 3xPri 2xFrag”).
  • Unique build name for all changes — Adds a unique build designator at the end of the “more verbose” suggestion in case you prefer every change to be saved as its own build.
Okay, there’s quite a lot of stuff to unpack there, but overall this should streamline the process of putting together a loadout, as well as give the lazier of us a better set of custom build names to work with.

🔣 Don't like the build names or abbreviations the game gives you? Write your own mutator to provide your own naming scheme!
Longer mission timer and new Intel Retrieval feature
If you want your quality of life to be arguably reduced, then we also have that covered for you.

Congratulations to the person who asked for this: you spoke, and we listened. Now you can have your two-hour mission timer (up from the previous maximum of one hour). No, we will not raise that higher, because you are already about as hardcore a GROUND BRANCH player as we can frankly handle.

And if you liked the new Terrorist Hunt “bum rush” feature, you will love the new Intel Retrieval “extraction mayhem” feature (final name TBD). Mindful that the extraction phase of Intel Retrieval missions can sometimes be an anti-climax (usually due to eradicating all traces of tangos in your path), you will now have to be careful what you wished for.

Upon successfully hacking the laptop, you will trigger a security alert that will send the enemy AI to either hunt you down, or to boost the presence at the extraction. We may have to tweak this a bit to be more sane, but in the meantime: prepare for EXTRACTION MAYHEM.

Match system
As part of our server quality-of-life update, we have now implemented a match system, where specific criteria can be defined for the end of a match, such as “Best of 3” for PvP, or “Play until win 2 rounds” for PvE. This can be set on servers in the usual sort of way, and also selected in the Host Game menu for your listen server.

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When the match criteria are met, the server will automatically advance to the next map in the map list. Match type and round/time limits can be specified in map lists per mission, so you can have custom match setups for different missions in the map list. Otherwise, servers have predefined settings for PvE/Co-Op modes, PvP modes, and the new game mode type of PvP FFA (free-for-all), which now includes the Deathmatch mode.

But there’s more! The match details can be viewed in the Ready Room on a new screen, along with an interface for all players to vote on what the next map is going to be. Here’s a prototype:

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Voting takes place during the round, whenever you want, so there’s no delay at the end of a round to hold a vote. The runner-up map will be offered one more time in the next vote. If no one votes, the maps just advanced one by one as before.

Depot overhaul nears completion
Will’s overhaul of Depot is nearly done, with interiors being now almost complete.

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Audio and game modes continue to be tweaked for the new structures, and we’re very excited about getting this one out there for you all to playtest.

AI
As mentioned a few reports ago, AI is being hooked up with a new light detection system that should make night operations a lot more satisfying.

Things were not far along to showcase back then, but they are now — so here’s a short clip to demo some level of sneaking in the dark (with the new white phosphor GPNVG-18 on, as well as the AN/PEQ-15’s IR Illuminator), and then quickly flashing a visible white light at the patrolling AI to showcase the light detection:





And while we’re talking AI, here’s a quick little door breach test that our new programmer Chris put together:


To make it perfectly clear: the video above is not V1033 material, nor is any of it necessarily representative of final features. We just want to show that friendly AI is indeed being actively prototyped and worked on.

🧭 Kris has also been at work with V1033 AI to improve door and ladder navigation, to prevent (or at least reduce) instances of bots grouping up and getting stuck in them.
Ongoing asset updates
In parallel with the more technical and player experience-oriented improvements, older 3D assets continue to be updated to conform to newer models. One such example is the MPX, which is receiving a full remake and currently sits at the low-poly stage, right before texturing:

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And that is a wrap for today’s Intel Report!
As always, thanks for staying in touch with development for GROUND BRANCH!

Don’t forget this is the last Intel Report before release V1033 — so don’t expect more dev blogs until we get the update out of the door.

Have a great weekend and we’ll see you soon!
 
Nos próximos dias deve ser liberada essa atualização v1033, então um pequeno preview de quem já tem ela em mãos.



Sinceramente, eu esperava um pouco mais, mas vamos ver os pormenores quando estiver com ela em mãos.
 
Nos próximos dias deve ser liberada essa atualização v1033, então um pequeno preview de quem já tem ela em mãos.



Sinceramente, eu esperava um pouco mais, mas vamos ver os pormenores quando estiver com ela em mãos.

Tirando o fato dos bots parecerem cones nesse vídeo achei o restante muito bonito e bem feito.
 
o calcanhar de aquiles desse jogo que é um Fps tático muito top é a AI. Alguém sabe de algum mod bom que deixe a AI mais humanizada, mais real??

Em fevereiro teve esse anuncio https://www.groundbranch.com/2022/02/special-announcement-kythera-ai/
mas até agora n vi nenhuma melhoria em relação a AI e mais nenhuma novidade sobre.

Inclusive nessa matéria tem uma parte que dizem:

"Estamos ansiosos para retomar o desenvolvimento de IA a partir do V1033, além de começar a oferecer aos jogadores uma experiência PvE mais realista e imersiva com a parceria de Kythera à medida que avançamos"...
 
Nos próximos dias deve ser liberada essa atualização v1033, então um pequeno preview de quem já tem ela em mãos.



Sinceramente, eu esperava um pouco mais, mas vamos ver os pormenores quando estiver com ela em mãos.

Claramente esses caras estão completamente e absolutamente perdidos e parecem não ter a mais vasta ideia do principal problema do jogo. Inteligência Artificial é a pior que eu já vi na minha vida inteira. Rainbow Six de PS1 é superior. Não é pouco. É MUITO superior. É extremamente constrangedor os caras lançarem um jogo nesse estágio.
 
Claramente esses caras estão completamente e absolutamente perdidos e parecem não ter a mais vasta ideia do principal problema do jogo. Inteligência Artificial é a pior que eu já vi na minha vida inteira. Rainbow Six de PS1 é superior. Não é pouco. É MUITO superior. É extremamente constrangedor os caras lançarem um jogo nesse estágio.
lembre-se que o jogo está em pre-alpha.. ainda é justificaável por enquanto rsrs
 
lembre-se que o jogo está em pre-alpha.. ainda é justificaável por enquanto rsrs

JdvGCnm.png


2018. Nao vejo desculpas. E ainda que fosse mais recente. Minha crítica é em relação ao devlog, onde de 18 pra cá ficam focando em desenho de arminha, desenho disso, modelagenzinha, monde te besteira perto do grande problema do jogo.

Minha tolerância é ainda menor com jogo que te cobra pra entregar um produto que não está em estágio sequer de ser chamado de jogo.

GB não consigo nem chamar de jogo ainda. Falta muito. Steam precisa rever toda essa ideia de permitir esses caras faturarem em cima das pessoas com jogos que ainda nem estão pertos de se tornarem jogos. Ou aumentar brustalmente o tempo de teste. Passar pra 6 meses, 1 ano. Assim os caras ou apresentam um jogo ou saem da plataforma e desistem.

Na real esse ai eu dei mole de não dar refund também. Perdi o tempo e quando fui tentar já tinha passado.
 

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