Development Blog #18 [January 2022]
Hello Drakelings!
Welcome to the eighteenth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of January 2022.
To start, I wanted to give everyone a quick update on the status of the singleplayer demo, and the multiplayer playtests that are coming up:
The team is still cranking away and pushing towards getting these out into people’s hands so they can start playing and checking out the game. Unfortunately, some of the tasks that are being worked on are taking a
bit
longer than anticipated, namely all of the UI overhaul work that is happening—this task requires a
significant
amount of programming work: not only are new systems being built and changed to, but the programmer is taking this opportunity to also refactor and update a lot of the older underlying systems that go into this, which will lead to a more robust and polished experience across the board.
Our current singleplayer demo release roadmap is as follows:
- We want to finish the main menu UI. This will not only include a complete revamp to the aesthetic of how it looks, but also include things like functions to allow people to start matches with bots
without
the use of console commands, change more keybinds (finally), lay the foundation for a more robust server browser and filter system, and so on.
- We will be implementing character class variations that the character modeling team has been working on (see below). This will allow for some more variety on the battlefield, so you won’t be looking at carbon copy clones of the same character model all the time. This should also hold us over until we implement a more in-depth character customization system that will allow players to have more control over how their characters look.
- We are going to polish up many of the animations that need attention after the animation overhaul that we did a few months ago. As most of you have likely noticed, there are some funky animations that look weird or are just straight up broken as a result of moving to the new animation system (which is largely due to using animations that were initially created on the old system, but that don’t integrate well with the new systems). There will probably still be a few funky ones, but we hope to tackle the major issues here soon.
- We will be implementing the first iteration of voice callouts for the bots. Soon, bots will start to make callouts when they see an enemy, get shot at, get hit, reload their guns, and so on. This will take some time to get right, but having a basic first version should help a lot with adding more flavor and variety to the gameplay experience.
When all is said and done,
we anticipate that these tasks will be completed sometime around the end of February or early-to-mid March
. We know a lot of people are excited and wanting to get in as soon as possible, but we want to make sure that we get all of these things done so that everyone has as solid an experience as possible in these early stages. The team is working as fast as possible to complete everything, so hopefully we will have the demo and playtests out to people here very soon!
Moving on to January’s recap:
Expansions
Operation: Invictus
The character model team made a few new variations of the PMC and Insurgent factions:
There are several more variants that they are working on as well in addition to these that we will show off next month. For instance, some of the PMCs will be receiving a new jacket, as well as a new headset:
Progress was made on a M240B model that will be used in Invictus, and will of course be available in our library of weapons at large for use in any other expansions:
Operation: Harsh Doorstop
More character variations were made for the US and Russian soldier models:
Operation: Rolling Stone
And even more for the US and NVA factions:
All of the factions for each expansion have more variations being worked on as well, so we should have more to show on next month’s update.
Maps
Lam Dong
The level design team incorporated new time of day and weather layers to Lam Dong, as well as rearranged some of the foliage, added hard cover to various spots across the map, and cleaned up/polished certain areas overall:
Khafji
Khafji also received new time of day and weather effect layers:
Argonne
Argonne also received a couple of variations of weather effects:
Animations
One of our animators has been working on a much needed overhaul to our third person walking animations:
Various third person animations for primary and secondary weapon movement in different directions
In addition, the weapon animator made a few new animations and redid a bunch of existing ones:
New M16A2 and AK74 reloads, RPG-7, and various grenade animations redone
Objects, Models, and Textures
World Props and Environment Assets
Monte Cassino’s foliage was completely overhauled and redone:
The US base on Lam Dong was facelifted and received a bunch of new props to detail it:
A blockout Humvee was created for upcoming vehicle work and testing:
Please note that this is just a blockout model, and it intentionally leaves out a lot of detailing while the team works on the mechanics behind the scenes. We will be creating a more proper model once these initial phases are completed.
Upcoming and WIP Features
Particle Effects
New blood splatter and hit impact effects were created:
The blood spray is a bit exaggerated, however, we felt that this will work out fine as it effectively doubles as a hit indicator at distance without having to add any annoying UI elements to tell you when you hit someone.
We also finally did away with the annoying default UE4 hit sound effects!
Night Vision Prototype
A member on the team also began experimenting with night vision goggles/effects in his free time:
UI Overhaul
The in-game UI overhaul has now more or less been completed:
We will continue tweaking and working on other features that we want to integrate into this over time, but the main parts are now done and functional.
Work also continued on prototyping an in-game contextual interaction system:
Please note that all of the images shown above are from a side project that the UI team is working on, and none of the design/aesthetics of the menus, icons, and so on are final. We are still experimenting a lot with how we want this to look and function before actually diving into creating a system in-game (plus the programming team is tied up working on other things right now).
As mentioned in a prior devblog, we obviously take a lot of inspiration from the interaction system from the popular ACE mod for Arma 3, as well as SWAT 4’s interaction menus. Our goal is to create a system that can blend into the world in a way that is not obstructive, is highly functional, and has the ability to account for a wide and deep range of potential scenarios in as intuitive a way as possible.
One of the key features that we are working on for this system is the ability to have an essentially limitless amount of nested menus that are easy to navigate so that it can be used in any number of scenarios. While this likely will not be relevant to the base O:HD experience, we want it to be capable of going further for modders that might want it to do so (much like other systems and features we work on). Potential scenarios where you might see this being used would be on modded life/RP-style servers where more menu options for interacting with objects in the world will be necessary, or more hardcore milsim communities that want to add extra layers of depth to their respective community’s experience, or anything in between. This will be an important part of our goal in creating a robust mod tool kit for the community to get creative and make some really cool mods for everyone to enjoy.
Bots/AI
The AI programmer did some improvements to the bot’s combat behavior by further refining the issue of them constantly mag dumping their weapons, they should now switch to other weapons when they run out of ammo, and they should also occasionally use grenades. Improvements were also made to their navigation logic, so they should have better movement/pathing and run into walls less often.
In addition, work began on implementing the first voice lines/callouts for the bots. As stated earlier, bots will start to make callouts when they see an enemy, get shot at, get hit, reload their guns, and so on.
Audio Updates
More sounds have been swapped out and replaced, as we continue our audio overhaul. As stated in last month’s devblog we will be preparing a more thorough showcase once more sounds are in and configured, so nothing to share for that this time around, although if you have access to the game you can go and experience them yourself now. Please keep in mind that while the audio is in such a transitory state, there will likely be many sounds that will sound off, too loud/quiet, and so on.
—
That’s it for January, thank you for taking the time to check the devblog out! We look forward to getting the singleplayer demo out as soon as possible, as well as getting the multiplayer playtest sessions underway. We will keep everyone posted when we have more concrete timelines/dates for those.
Make sure to join the
O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can do so on our
Patreon! See you all next time!
-
Goomes, Lead Community Manager