• 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] Operation: Harsh Doorstop

ezgif-7-ff3dfa170e.gif
 
here is an announcement to keep everyone in the loop regarding our plan for 2022. As always, everything is subject to change... although I feel like this plan is fairly straight forward. So unless a meteor hits the planet and we all die, then this is our plan. Feel free to message me if you have any questions. Let's keep going hard.

announcement.jpg


new functional targets currently available in the closed playtest.
ezgif-5-83fcbad4a3.gif
 
Última edição:
Development Blog #17 [December 2021]
Hello Drakelings!

Welcome to the seventeenth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of December 2021.

It has been a crazy year for O:HD! There have been many updates, and a significant amount of work that has gone into the game during this time—if you would like to go back and look at how the game has developed/progressed over the last 12 months, here are links to all of 2021’s devblogs for easy reference:

January | February | March | April | May | June | July | August | September | October | November | December (we are here)

Before getting into the content/game updates, I want to share some updates on the upcoming multiplayer playtest sessions, the singleplayer demo, and what our plans are for 2022:

For the multiplayer playtests there is going to be a slight delay, as the team is still working on some upgrades and features that we want to have in before we start opening up the floodgates and letting people in (at the time of this devblog we are getting very close to 50,000 signups). We are now targeting early-to-mid February for this, so not a huge delay, but it will be a necessary one to ensure that the playtests go as smoothly as possible, and people enjoy their experience. The singleplayer demo will be released prior to the multiplayer playtest sessions. We are also working with a few server hosting companies so that people who would like to launch their own servers during the playtests will have global options to do so as well.

To better represent what our goals are for 2022, we have prepared a graphic outlining the 3 phases that we are planning leading up to early access release:

2d5044faf13bf0c09e7cce75a9ffe5c101138505.jpg


The existing roadmap that we have shared in the past is still relevant in regards to features and remaining work that we would like to accomplish before getting to Phase III. You can find that posted in the November 2021 devblog (linked above).


Expansions

Operation: Invictus
In December several of our existing weapons were either replaced (in the case of a marketplace M4A1 that was being used as a placeholder), recreated in anticipation for upcoming prototyping of the weapon customization system (the AK-74 Warfighter), and facelifted from their existing models (the original AK-74):

40a99215127e4d35f845bf9f05c4f67494fb8a27.jpg

43209933dde24bf158a2096f6ad3d827ed325629.jpg

Colt M4A1 created to replace the marketplace asset that was being used as a placeholder. Also featuring a Micro T-1 red dot on a Scalarworks mount

27df28db9ea44e5c6b1ec148929ad1edda2f973b.jpg

5000bf5793d3d26f7cd716d9faa5a43e28bf13a2.jpg

AK-74 Warfighter recreated to be used in an upcoming prototype of our weapon customization system

6ef11e72f93ff8086ee6a17f78489ee86d6bf0b0.jpg

5b828fd94faa0c06479236a7faa59ff643ae3f08.jpg

The original AK-74 was facelifted

Work was also completed on the RPG-7 model that was shown off last month, all that is left before this is implemented are animations and audio:

97402677b6ea0b494cad0bbdde7166411806f3d3.png

d76df785a4e462ee1e6a893ab3ffa82338ca7d94.png

a51dcb6d0c58b386452e8b3383d688e909976056.png


Operation: Harsh Doorstop
The character modeling team made significant progress on creating a number of soldier variations for the Gulf War US faction currently being used on the map Khafji:

VainLeadingDassierat-size_restricted.gif

352f145aaee9142a9807deef333fee5823d05d8d.png

18f20f864783eee1d13530f759fc0c18accc49a2.png

8da2eeed1e45b295c2798aa362b88850d184d625.png

e0b4260093bb1fa8f9914ac2176e9feb647185ad.png


These are mostly going to be placeholders to add some variety to the soldier models so everyone doesn’t look the same, and should hold us over until we get the character customization system in, where players will have much more control over how they want their characters to look. We will be creating variants for most if not all of the factions, so there is more to come soon.


Maps

Omaha Beach
The level design team has begun working on the Omaha Beach map for Operation: Overlord.

This will also note a key change in the WW2 content for the foreseeable future—currently, Monte Cassino is the primary map where our WW2 content is being showcased, however, we determined that it would be more appropriate to have the Operation: Overlord expansion actually reflect more accurate battles from the real world operation. As a result, the immediate plan for the map content moving forward for WW2 and Overlord will be Omaha Beach, then we will be moving on to tackle Carentan. In addition, the US and German character models will be updated to more accurately portray what the soldiers would have looked like at the time for this operation. Last but not least, Monte Cassino will be shelved as a showcase map for the time being, and will likely be something we return to later on as a separate Operation expansion.

Here are some very early blockout shots of Omaha Beach:

58dcd8723d5d43540044e3e6e0fd49cb0eb4df96.png

928f019786caa8d14d17e44f8d25e16a587e397a.png


The level design team has been making good progress, so we should have a decent amount to showcase for next month.

Risala
Risala has continued to receive detailing and polishing, and many of the new buildings and environment props that were shown off in the last devblog have started to be added into the map.

d616c7a1dcbecae734832a6c2e90bd3eb18a30e0.png

9ad324f48c66bcbefe1f9ea054cd3186b81855c2.png

6e6517d22d24f09cb62a1d74e84e2b20a8c58977.png


It is now also possible to play on Risala using the time and weather variants of the map that were shown in last month’s devblog (these sublayers will be determined whenever you load the map, so there is a chance that it will be different each time—this is likely something we will start introducing on other maps as well to add some variety and change up the experience when you replay maps).


Animations

The following animations are either brand new, or have received updates/been facelifted (in the case of guns that are already in-game or ones we have shown in past devblogs). Just for the sake of clarity, some of these animations were completed prior to December (going back as far as October), and I am just including them now to catch up as I did not receive them until recently.

RequiredSplendidEarwig-size_restricted.gif

VainInfamousFiddlercrab-size_restricted.gif

ShallowContentFreshwatereel-size_restricted.gif

AggravatingPettyBoutu-size_restricted.gif

YellowishDefenselessCowbird-size_restricted.gif

JoyousGoodnaturedGander-size_restricted.gif

CanineThinKoala-size_restricted.gif

LightInsidiousBeardedcollie-size_restricted.gif

FakeInsistentKoala-size_restricted.gif

CompleteUnnaturalDiplodocus-size_restricted.gif

ArtisticBonyBactrian-size_restricted.gif

SerenePolishedGoosefish-size_restricted.gif

RemoteWelloffHyrax-size_restricted.gif

WarlikeDistortedAustralianfreshwatercrocodile-size_restricted.gif

FreeShrillHorse-size_restricted.gif

GiftedClearErmine-size_restricted.gif

AS VAL, DS Arms SA58 FAL, SVD/Dragunov, MP5, Barrett M82, DP-28, M1919A2 Browning Machine Gun, M60E3, RPD, M79 Grenade Launcher, PKM, MG42, RPG-18, AT4, Madsen, and Chauchat


Objects, Models, and Textures

World Props and Environment Assets
More props and building updates were worked on for our desert environments:

06d1cc9f7fa080b84276dd88a8d29d0d9dc8584f.png

d0a6fcad31c97739232b0cdafce96946bfbc7359.png

8b8ba4e79135419b32145ca68054ae86a72381ce.png

3e3e8bc7f77f25de4f28735bb438cd58e78fe081.png

361f2c93bbbb5b41bd0810f2a2c504089ada1001.png


Bullet Casings
Last month one of the 3D modelers began working on individual bullet casings for the various calibers that all of the guns are using:

7f5f8d44187c74a1c5f24d0c8b37310f3194c904.jpg

2e3cb55cd7b6119ec8e923189f2fc2790c4e347d.jpg

2c0ca8be9412858c79dc4cbc5a71966f2fb492da.jpg

18cd016dc04ccc732592c1f2744b4e0dec69b9d6.jpg

0d1d7a43028d817b4bcb9b586d52d1a968dd3ff9.jpg

7.62x51mm NATO, 9×19mm Parabellum, .45 ACP, 7.92×57mm Mauser, .30-06 Springfield


Upcoming and WIP Features

Particle Effects
One of our VFX artists began reworking a bunch of the particle effects, such as the muzzle effects, and dirt impact effects:

HappygoluckyOpulentCattle-size_restricted.gif

SimplisticAdmiredAfricanhornbill-size_restricted.gif


Revamping the particle effects will be an ongoing task, so you can expect to see many improvements here in the coming weeks and months.

Audio Updates
At long last we are beginning to work with an audio engineer that we recently onboarded to start sourcing, replacing, and working on our audio. This will be a long term task that is going to take time, but you should start to notice some differences in a lot of the in-game sounds here soon.

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.

Bots/AI
The bots/AI received some minor quality of life improvements to how they attack enemies (they should no longer only mag dump all of their ammo), and how often they go into a crouch or prone stance while under fire/receiving damage.



Thanks for checking out the December devblog! 2021 was a great year, and we can’t wait to see how 2022 pans out for O:HD. Thank you to all of the Patreon backers who have supported us along the way, we couldn’t have made the progress that we have made in the past year without you!

Make sure to join the O:HD Discord[discord.gg], 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[www.patreon.com]! See you all next time!

-Goomes, Lead Community Manager



ba7666ced30a2f85bcf2f0af2bd46e4f3b8c6efd.png
 
LEgal, estou tomando conhecimento desse jogo somente agora. vi os vídeos e vamos esperar ... jogo com foco em realidade e Se for algo muito bom ainda de graça e com conteúdos infinitos ... vai ser top...
 
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:

  1. 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.
  2. 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.
  3. 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.
  4. 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:

33e70251d548dc3a9d9b110193c1adc25f7a1055.png


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:

641d17d95947f185eb5a7a80dd5e3031dae327bd.png
e04010fd3a3d45ea388cdced6a04780b888b8d81.png

b4524e675880b3dcbefa3194b4072b49f36e57b5.png

a41b94df0801297c287e6381035930b8e66b4b2a.png


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:

fb1620c1c22338dbc206e99cbe2142daa19fcbf3.png

56ea99db1445661fbbbf9141e9488b784b119189.png


Operation: Harsh Doorstop
More character variations were made for the US and Russian soldier models:



f96c5beecb278a6250be78f1189819d2ab434f1f.png


Operation: Rolling Stone
And even more for the US and NVA factions:

fddfb16518343dec5f9cb02f2bb4870fa18825dd.png


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:

517c15ce7c009de36805f44dfa596098ed12f53d.png

d759b76dd1e3d581d5c8fd70d2d9991ca65e39e6.png



Khafji
Khafji also received new time of day and weather effect layers:

ea058f77211d7c7cdb033954fa0ad637113f4b9e.png
74fecdea780d99a7084068e0c6300b2fb34aa3a8.png
44170b0e7e8fd43696274cf44b12e6bc0a6f0231.png


Argonne
Argonne also received a couple of variations of weather effects:

1040276045b6aed0bc264f599c9c59c4552a3d9b.png

abc5e035b5074672971958bd700a504a640ab8fe.png



Animations

One of our animators has been working on a much needed overhaul to our third person walking animations:

CreativeSoupyBuzzard-size_restricted.gif

TartDistantAustraliancattledog-size_restricted.gif

ElatedAnyEmeraldtreeskink-size_restricted.gif


MiserlyFlickeringChihuahua-size_restricted.gif

LittleCompetentAurochs-size_restricted.gif

KnobbyWealthyKakarikis-size_restricted.gif

KindheartedBoldAsiandamselfly-size_restricted.gif

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:

SleepySoftIndianabat-size_restricted.gif

SimplisticVainFlies-size_restricted.gif

FaintSaneAztecant-size_restricted.gif

AliveVacantAnchovy-size_restricted.gif

InbornWeirdFreshwatereel-size_restricted.gif

OrneryCelebratedIrishwolfhound-size_restricted.gif

BeautifulSlimyCowrie-size_restricted.gif

AromaticBronzeIrishsetter-size_restricted.gif

YellowishClosedAttwatersprairiechicken-size_restricted.gif

AnxiousDefenselessAgouti-size_restricted.gif

ImpassionedFamousLhasaapso-size_restricted.gif

FreeUnconsciousCoyote-size_restricted.gif

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:

0668b9ae4a380673ff598bab64772096db67f172.png



The US base on Lam Dong was facelifted and received a bunch of new props to detail it:

33a5f8c51a3804d983be1ef66868b595e5ea2d9b.png


A blockout Humvee was created for upcoming vehicle work and testing:

87de53e351d2cad541a8f5ede91fbad3f1a205b3.png


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:

IgnorantAbsoluteFossa-size_restricted.gif


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:

ef06f1a0489308de6ea8a44d3dd59e5aa139016b.png


UI Overhaul
The in-game UI overhaul has now more or less been completed:

469a5c42344c165cf87702994ee4cff6d2feb6c7.jpg


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:

7398edb065cd0a3596dd37ced0c294d778307842.png



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
 
Starting today we will be slowly accepting players into our closed multiplayer playtest. On March 30th we will be releasing our first public version of Operation: Harsh Doorstop ever released, which will be our singleplayer demo on Steam. During this time, all Patreon supporters and the players we select through the Steam playtest system will have access to the full version of the game. After March 30th, we will begin focusing on raising funds for the next massive phase of development... which will include the official release of vehicles, constructible fortifications, and advanced medical systems.

If you want to get access to the multiplayer demo immediately, you can support us now on Patreon as always. https://www.patreon.com/drakelinglabs

We will need every ounce of support from everyone who believes in this project as we do... in order for us to build the ultimate game to release into Steam Early Access. Please stay tuned, and thank you so much for your support so far. It is starting.


 
first set of map mods by @Smashy are available. I'll be looking each day to cover any new mod submissions the community makes.





 
Development Blog #19 [February 2022]
Hello Drakelings!
Welcome to the nineteenth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of February 2022.

First up, I would like to reiterate the plans for the singleplayer demo that we have coming up: on
March 30th a singleplayer demo will become available for everyone to download (completely free). To clarify (since this seems to be a point of confusion for some people) this will be
SINGLEPLAYER only, NOT multiplayer—this means you will be able to do everything that you could in the normal game, just with bots only. The demo will include all of the maps, factions, weapons, and so on. No, this is NOT the release into early access (this also seems to be a point of confusion for some people), this is just a demo—we are still very much in a pre-alpha/prototype phase of the game, and we have a lot of work to do before we start thinking about an early access release.

Don’t forget you can still sign up for the multiplayer playtest sessions on the Steam page for O:HD, but please keep in mind that we have not begun accepting anybody into this yet. Once the demo comes out, we will be revisiting our internal roadmap and path towards these playtest sessions, and we will keep everyone posted on how that will work. At the time of writing this devblog, we have just passed 70,000 signups.

In addition to the singleplayer demo release, we will also be doing a major update to the modding tools/SDK around the same time.
YES, mods will work with the singleplayer demo! This will be a great time for people who have been modding the game already, or that have been thinking about getting into modding to download the SDK and start/pick back up on projects that they may have already been working on.

Post Demo Release Plans
Once the singleplayer demo is released, we have a few large plans/milestones that we will be shifting our focus to:

  1. Optimization/Bug Fixing/Polish Phase: We will be spending some much needed time fixing up some of the outstanding bugs and optimization issues that have been accumulating over the past year or so. While the team has been working on getting the singleplayer demo prepared, we have had a QA team in the background going through the game with a fine tooth comb and logging all of the bugs and issues that they could find in JIRA. This will put us in a great place moving forward, as it will further stabilize and solidify the foundation upon which the whole framework and game are built.
  2. Warfare 1944: Yes, that’s right, the time has finally come to give Warfare a major update to catch it up to speed with the work that we have done on OHDcore. This will include large features like bots/AI and all of the other major and critical work that has been done to the underlying framework in this time. This does not mean that work on O:HD will stop. We understand that some people believe Warfare has been abandoned, but we assure you it has not—we are still moving forward with exactly the same plan and setup that we have had since day 1: nothing has really changed since the first reveal stream that Bluedrake did back in 2020, or that we have discussed on Warfare devblogs in the past. We know things have taken longer than some people think they should, however, we are doing the best that we can with the resources that we have at our disposal. Sometimes these things just take longer than initially anticipated, and there is not a whole lot we can do about that at this point in time. We appreciated those of you who have been patient and stuck with us throughout this process.
  3. Preparing Next Features and Planning for the Multiplayer Playtests: Once the singleplayer demo is released, we will be moving on to figure out what the next major features and content that we will work on are. Bots/AI will for certain be a huge focus for us, and we have a lot of plans for expanding and improving what they are capable of doing, so you can expect to see work continue there in full force. Other major features that we have discussed in the past that we could potentially shift to working on include, but are not limited to, vehicles, a medical system overhaul, weapon customization, character customization, and more.

    In addition, as mentioned above, we will also be revisiting our plan towards starting our larger multiplayer playtest sessions. There are still a few things that we want to complete pertaining to servers, admin tools, hosting options, and so on before we start accepting people into those, but it should be a great time once we start. We will keep everyone posted on our post-demo plans as soon as we have more information!
Expansions
Character Model Variations
Character variations for all of the classes/kits across all of the current factions in the game/expansions are now completed!

97c6f89d23ed157d1ed121c6634166e8d1c2655e.png


They are all still awaiting implementation, however, they should be in for the singleplayer demo. This (on top of the voice lines) will add a nice amount of variety to help spice up gameplay sessions, and will be a great holdover until we have a more proper character customization system in place.

Operation: Invictus
The modeling team created a G36 (primarily for use in the Invictus expansion but of course this can ultimately be used anywhere)
:

b822d125c48af3b7dc902215b640e1385fd49912.jpg

2a3c9fda2410af572804487466fa9f41bc1fd8aa.jpg


Some stylized shots of the new PMC and Insurgent character model variations showing them in more detail:

54f98c75d68f43d7caa912a1f3d48672168abca9.png

677e50121937bc0013b6ae7dfe0afcd52a70267a.png


Miscellaneous gear that we showed off in past devblogs and have since been completed (and some new stuff):

8acbdf774ef3f72b558b48ec712a5ee147364bb7.png

04ab17a0d3de8efd48a6ddaf6cd0ee2505208064.png

00d3a8f252c568ab72a5a5a1f592fd4c286d7171.png

e8fa1d1b5fb650b9dca6095bd0be10c6b2baabf0.png



Maps
Monte Cassino
Monte Cassino received a major visual, landscape, and foliage overhaul:

f65680f81a9992e3d36ce4060e0d22e178fa3bd2.png


A wind effect was also included on this map:

FlawedImprobableCopperhead-size_restricted.gif


Khafji
Khafji received more hard cover and further detailing to some of the more sparse areas on the map:

07022915b97c43d4b9f393facd0527b62fde0b84.png

159b2b155028dfc43d6db6f1bb7c27f2cf7499f7.png


Lam Dong
Lam Dong also received updates to foliage, hard cover, and lighting overall:

b93e4d5142966429c2baab55d76c52620ec4371a.png


Risala
Risala also received a similar treatment as the other maps—more foliage, hard cover, detailing, and so on:

9c14c5bf2da130426df548e5f31284ed3bb4e7bc.png



Training Grounds
Training Grounds got a small update to its lighting:

4868bdb7da2f1240a58429c9e3ca31da3e922e78.png


Objects, Models, and Textures

Scope Picture
Some improvements were made to the overall look of the magnified optics/scopes (such as adding in a slight chromatic aberration effect to the outer ring of the picture):

ee21aef46d4436a17f103d080446c8d77f9363c0.jpg


There are still some outstanding bugs and performance issues with the scopes, but overall they should be quite smooth and clear.

Bullet Casings
All of the models of the bullet casings for the various calibers we currently have in the game were completed:

2760b27e904f091ad3da8563f403d03661ce1fd5.jpg


4.6x30mm, 8×50mmR Lebel, 9×18mm Makarov, 0ARD9-ACEAX-K98DD, and .30 Carbine


Upcoming and WIP Features

Bots/AI
In February, the AI programmer primarily worked on the first iteration for the voiceover callouts for the bots. There are a few types of callouts that they will do now: contact/lost contact, reloading, under suppression, and being hit. We also have a few mechanics in place to make sure that the bots don't talk too much or out of context. As usual, this feature is still very early/WIP, and we have a lot more planned for it including, but not limited to, expanding the pool of possible voice lines for them to choose from (i.e. from different voice actors), further improving on their call out relevance and making sure they use proper dialogue in the right scenarios, and so on.

Vehicles
A simple infantry vehicle implementation was worked on:

9871d096e5aa70ff29598e2ba375b21732b325f0.png


Vehicles are still very WIP, and these models are mainly blockout/placeholder and will be replaced with higher quality assets in the future. This is mainly in preparation for a larger push into a proper implementation of vehicles in the future.

UI Overhaul
Work continued on the UI overhaul, and we are getting very close to completing this first pass of UI updates. The lead programmer finished up the in-game HUD UI with the newer text and voice chat designs, and finished the first iteration of the multiplayer server browser in the main menu:

43b32d2e1d9b96ab13ff83adbd79ceee032ac4ad.png

Whoa! 2 people online! 0GNMF-K625H-H3IJ2




Thank you to everyone who took the time to read the devblog—we look forward to releasing the singleplayer demo to everyone soon!

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




ba7666ced30a2f85bcf2f0af2bd46e4f3b8c6efd.png


Website
Discord
Youtube
Twitter


ff7a30c7857a1e3df0ca82ab974ac5233e388fb0.png


Twitter
Discord
Website
 
Esse jogo tem o potencial de juntar o pessoal do quase falecido PR com o pessoal do quase saturado SQUAD, e o pessoal do sazonal Insurgency e com o pessoal que descobriu o gênero no HLL...... Talvez até atraia alguns cornos do BF2042.

Tudo em um jogo free, mais leve, simples e moderno.

Ou assim espero.
 
Esse jogo tem o potencial de juntar o pessoal do quase falecido PR com o pessoal do quase saturado SQUAD, e o pessoal do sazonal Insurgency e com o pessoal que descobriu o gênero no HLL...... Talvez até atraia alguns cornos do BF2042.

Tudo em um jogo free, mais leve, simples e moderno.

Ou assim espero.
Galerinha do COD e BF?
Esquece, esses vão testar e vir aqui falar que é lixo, pq gráfico, o som, é travado, não se arrasta, não pula o muro, é lento.....
Como já li muito nesse fórum, o suprassumo da tecnologia era BF2042 (ainda é para alguns)

O principal público ainda vai ser do Squad
 
Galerinha do COD e BF?
Esquece, esses vão testar e vir aqui falar que é lixo, pq gráfico, o som, é travado, não se arrasta, não pula o muro, é lento.....
Como já li muito nesse fórum, o suprassumo da tecnologia era BF2042 (ainda é para alguns)

O principal público ainda vai ser do Squad
COD eu nem digo, é uma pegada totalmente diferente.

Agora pra BF, sempre pesca uma dúzia que amadureceu o suficiente pra enteder que a graça desse tipo de jogo é jogar em equipe, com coordenação e comunicação.

Entrar pra jogar sozinho ou ficar quieto, melhor nem vir mesmo.
 
Galerinha do COD e BF?
Esquece, esses vão testar e vir aqui falar que é lixo, pq gráfico, o som, é travado, não se arrasta, não pula o muro, é lento.....
Como já li muito nesse fórum, o suprassumo da tecnologia era BF2042 (ainda é para alguns)

O principal público ainda vai ser do Squad

Concordo.. tbm concordo com o amigo aí de cima que vai atrair pessoal do PR, SQUAD e HLL...

Sobre a Demo alguém aí já testou? Qual o veredito ?


Bom, aqui vai o minha primeira impressão:

Assim que fiz o primeiro deploy no mapa e dei os primeiros passos falei "ué, isso aqui é Squad"
Muita semelhança graficamente e na jogabilidade tbm, mas claro, uma versão mais crua.
 
Última edição:
Concordo.. tbm concordo com o amigo aí de cima que vai atrair pessoal do PR, SQUAD e HLL...

Sobre a Demo alguém aí já testou? Qual o veredito ?


Bom, aqui vai o minha primeira impressão:

Assim que fiz o primeiro deploy no mapa e dei os primeiros passos falei "ué, isso aqui é Squad"
Muita semelhança graficamente e na jogabilidade tbm, mas claro, uma versão mais crua.
Cheguei a testar ano passado
E joguei um pouquinho com os BOTs ontem

trocação de tiro tá legal, melhor q muito jogo aí
BOT são umas amebas (nem sei se vão estar na versão final do jogo)

MAS o que eu não gostei muito dos mapas e do modo de jogo, isso achei muito simples, só um rush em linha reta praticamente
O visual, áudio e animações do jogo são BEM simples, espero uma versão final um pouco melhor (e deve evoluir bastante)


como o jogo vai ser totalmente construído por MODs, espero ver novidades. no geral eu gostei.
 
Bem feio hein , ainda fico com Insurgency Sandstorm no mapa GAP modo push que é o mais divertido se o time ajudar.
Detalhe é que a escala do Insurgency é muito menor né.

E sei lá, joguei todas as versões do Insurgency mas só gostei MESMO da primeira, quando era mod ainda. O Sandstorm é TOP em tudo: gráficos, sim, ambientação, atmosfera, o jogo é todo polido e bem acabado, jogabilidade excelente.... Mas eu nunca consegui gostar de verdade dele.

Contra os bots é divertido mas cansa eventualmente, é um desafio artificial (meia dúzia de soldados contra um exército?).
E o PvP tem muito meta e manhã de jogo... Digo, vale mais usar uma tática de jogo do que de realidade entende? Aí nunca curti muito. Enquanto no PR, SQUAD e provavelmente nesse aí ainda dá pra empregar algumas táticas reais (apesar de que "jogar o jogo" ainda funciona, mas pela escala, fica diluído na partida).

Pelo menos é a impressão que eu tenho.
 
Detalhe é que a escala do Insurgency é muito menor né.

E sei lá, joguei todas as versões do Insurgency mas só gostei MESMO da primeira, quando era mod ainda. O Sandstorm é TOP em tudo: gráficos, sim, ambientação, atmosfera, o jogo é todo polido e bem acabado, jogabilidade excelente.... Mas eu nunca consegui gostar de verdade dele.

Contra os bots é divertido mas cansa eventualmente, é um desafio artificial (meia dúzia de soldados contra um exército?).
E o PvP tem muito meta e manhã de jogo... Digo, vale mais usar uma tática de jogo do que de realidade entende? Aí nunca curti muito. Enquanto no PR, SQUAD e provavelmente nesse aí ainda dá pra empregar algumas táticas reais (apesar de que "jogar o jogo" ainda funciona, mas pela escala, fica diluído na partida).

Pelo menos é a impressão que eu tenho.
estou na mesma que vc.. ja tentei dar diversas chances pro Insurgency apesar de achar um ótimo jogo não me prende de verdade
 
Detalhe é que a escala do Insurgency é muito menor né.

E sei lá, joguei todas as versões do Insurgency mas só gostei MESMO da primeira, quando era mod ainda. O Sandstorm é TOP em tudo: gráficos, sim, ambientação, atmosfera, o jogo é todo polido e bem acabado, jogabilidade excelente.... Mas eu nunca consegui gostar de verdade dele.

Contra os bots é divertido mas cansa eventualmente, é um desafio artificial (meia dúzia de soldados contra um exército?).
E o PvP tem muito meta e manhã de jogo... Digo, vale mais usar uma tática de jogo do que de realidade entende? Aí nunca curti muito. Enquanto no PR, SQUAD e provavelmente nesse aí ainda dá pra empregar algumas táticas reais (apesar de que "jogar o jogo" ainda funciona, mas pela escala, fica diluído na partida).

Pelo menos é a impressão que eu tenho.
É bem isso mesmo
Insurgency é muito bom em MUITOS aspectos, em vídeo é espetacular... mas em gameplay é um jogo que para mim sempre fica faltando, tenho umas 100 hrs, mas o jogo já foi deletado a um bom tempo e sei lá, não sei se volto. Quando quero jogar algo no estilo ofensivo com sistema de waves, ainda prefiro bem mais o RS Vietnam.

PR, Squad, Arma, Operation, vão MUITO além de kill ou marcar um pixel no mapa.

Tudo em Operation ainda é prototipo e vai receber algumas melhorias, mas nunca deve chegar no polimento nível de um Insurgency da vida (talvez nem de um COD MW de 2007)
 
Development Blog #20 [March 2022]
Hello Drakelings!

Welcome to the twentieth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of March 2022.

This will be a shorter devblog, as most of the work that went into O:HD in March was final polish and preparations for the singleplayer demo, so there isn’t a whole lot of content to show off for that.

Singleplayer Demo Statistics
Now that the demo has been out for a few weeks, we wanted to recap some of the stats and feedback/bug reports that we have been getting so far.

To start, here are the overall player count and play time metrics that we have seen so far for the singleplayer demo (as of 12:00PM PST/3:00PM EST on April 19, 2022):

34e48810c6412f9dbf3b66887c76a2488d7a6b98.png


As you can see here, since the demo release on March 30th, we have had over 90,000 downloads with over 56,000 unique users. The average daily active users over the past 7 days since taking this image was 2,324 players, and their median time played was 23 minutes.

Looking into some more stats:

99b23d4b20005559dc7ea45e99b7355ad60b94c3.png


Lifetime average daily active users is 3,813, the lifetime average daily peak concurrent users is 150, and the max daily peak concurrent users we saw in one day was 628. In addition, the maximum daily active users was almost 11,000. As far as current players go, we have seen that number floating around 50-80 each day now that things have settled down and everyone has more or less gone through all of the content (the first few days was around 250-350 concurrent). Also, apparently two people have played the demo on a Steam Deck which is really cool to see!

Last but not least, here is the geographic/regional breakdown of players that we have seen so far:

f12457034b5cd3d58295910fee55da21e47213a1.png

The list of countries continues below Romania, 0H0HQ-73AJY-ZLL0T, but that is where they start to drop to <1% of total players, so I cut the image off there to save the space

As you can see, roughly ⅓ of all players are in the United States, another ⅓ are in Western/Eastern Europe, and then the final ⅓ is a mixture of Asia, South America, and so on.

All in all we are very happy with the results so far, and we are very thankful for everyone who took the time to check out the demo and leave us their constructive feedback/criticism here on the Steam forums, as well as the Discord. Receiving all of this information and data from such a large quantity of people during these early stages of development is invaluable to us and the project!

Singleplayer Demo Feedback and Bug Reports
In terms of overall feedback and bug reporting, the following are the major points that we have consistently seen thus far, and some of our plans to improve and/or correct everything:

  1. Toggle ADS, keybinds, and options in general: Keybinds and extended options overall are a high priority for us, and it will be something that we work on soon. This will include, but is not limited to toggle ADS, toggle lean, rebinding braced aim and secondary optics, changing rate of fire, and so on. Unfortunately, this is not as easy as simply adding in these options right away, as it will require the programmer to complete more UI work and further coding to make sure these systems work properly. This was something that we simply did not have enough time to get done before our internal deadlines to hit the demo release window. This will all come in due time though, so rest assured it will be included!
  2. Magnified optics breaking with resolution scale: This should already be fixed and coming with the next update.
  3. Vaulting and mantling: We know everyone wants to be able to climb up/over objects, through windows, and so on—this has been on our roadmap and planned features for ages. This will be coming as soon as we are able to get to it.
  4. Bots/AI are very basic and not so smart: This has of course been known to us, and we have been very clear about the status of the bots/AI since they were included—we are under no illusions that they aren’t that great right now (you can look back on months worth of devblogs where we have explicitly explained all of this). As we have stated many times, the bots/AI right now are basic, day 1 first implementation/iteration, and they don’t really know how to do a whole lot more right now other than capture flags and shoot at enemies when they see them. The most important step here was getting them into UE4 in the first place (the AI framework that we use—GOAP, aka Goal Oriented Action Planning—is not native to UE4, so we had to code it in from scratch). The real value of the AI that we have in right now is that they dynamically generate their navmesh on the fly, which means they effectively work on just about any map whether it is modded or official. That being said, we do have a dedicated AI programmer, and this is all he works on, so you can expect them to improve over time as they are taught how to do more things, and overall made to be more intelligent. This is just the start!
  5. SDK related fixes: Currently, custom factions are not functioning properly in the SDK. This is due to the new system that we created to have different character models for different kits so everyone doesn’t look the same, which is still a WIP feature. The solution to this will be coming alongside a greater update that will include the ability for the game to scan for and recognize things like custom/modded maps, factions, and so on. Until then, modders will still be able to test out their custom factions and kits in the SDK itself, but you will have issues packaging and getting the mod to work on the client.
  6. General optimization and polish: Bots/AI and scopes will probably be first up on this list of things to optimize. There are already some more immediate fixes that the team is working on to make these a bit better. Other items that we have seen the community bring up and that we are aware of are grenades/bandages needing to be “reloaded” to function properly (these are placeholder systems that we implemented long ago and they will eventually be overhauled), weapons clipping through walls and objects (something we will get to when the programmer has time, however, he simply has had other higher priority tasks to work on), issues with the game being in fullscreen (I am told this is an issue with this version of UE4 in particular and this should be resolved when we upgrade engine versions—for now please just use windowed borderless; if you wind up getting stuck just hit F11 to go windowed and then go change your settings), and no options to quit to the main menu when you are in between rounds (we will figure something out with this in due time).
  7. Nights are very dark: We have already brightened up or removed some of the night time layers entirely for the time being. Eventually, once we upgrade engine versions in Unreal Engine, this will all be configurable from the menu, and players will be able to select things like time of day, weather, and so on. With our current engine version, however, this is just not an easy option for us to include.
Thank you again to everyone who took the time to check out the demo and leave us their constructive feedback/criticism! Let’s move on to what the team worked on last month:


Maps

Omaha Beach
Last month the level design team continued with their work blocking out Omaha Beach for the Operation: Overlord expansion:

18ec6443821c8d8b2e9a3159bb0b884727b3fc25.png

4f3782b773c53f8177cfc4e13a9fb330672058c6.png

fe89e7ddb16083b15fd6d0b8c242266650a751f8.png

919a93922239c38f3e27168b702b0a2deccac5ba.png



Omaha Beach is a 4x4km map, and will be the first official map for the Overlord expansion. For those wondering, Monte Cassino will either wind up being deprecated and released as a “modded” map, or we will make a proper expansion for those battles at a later date, but it would not be proper to include this map with Overlord (I have covered this in a previous devblog as well, so this should be nothing new to those that have been following along).

Risala
Risala received more detailing and polish:

be9be9df55830516917b4b3ef02804b2f9b9b9d6.png

fd27bcbc13ca7d05a8974dd370e179d523dd2893.png

781a1ca9726e5042a4c234fba18a92db5761968d.png



Animations

The G36 shown off in the last devblog was animated:

ShamefulNippyBrocketdeer-size_restricted.gif



Objects, Models, and Textures

World Props and Environment Assets
A bunch of world props and environment assets were created for the blockout phase of Omaha Beach:

bf1cb0189fd23e0853ac0f6c39dc33ccd7f818e2.png


These will of course eventually be swapped out for proper assets once the map is blocked out and the team is ready to start actually finalizing what the areas on the map will look like.

Foliage
New foliage was also created for use on Omaha Beach, as well as other Normandy-based maps that will appear in the Overlord expansion:

b1eab92bf8e83a68bbe466b4f8d3d6941cc813b8.png
7ce6267af61ab441a2d4fc8f692fae1ef8516614.png



Upcoming and WIP Features

Content Scanning System
The lead programmer is currently working on a system that will make it easier for the game client to recognize and load modded content into the game. This system is essentially a “scanner” that will identify maps, custom factions, game modes, and so on from your mod folder, which will make it easier to mix and match the modded content that you want to play with in a similar fashion to how you are able to select which faction you want to play with on all of the official maps right now. This will be an important step for future Steam Workshop support as well.

Voice Acting
Some revisions and new voice lines were done for the US and German factions for WW1 and WW2.



That’s it for this month. We should hopefully have some more content to show off next time, however a lot of our work right now is focused on bug fixes and polish after the singleplayer demo release. This isn’t always the most exciting stuff to cover, but it of course needs to be done regardless. We will continue to keep everyone informed of what is going on in development every month as usual though!

Make sure to join the O:HD Discord[discord.gg], 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[www.patreon.com]! See you all next time!

-Goomes, Lead Community Manager



ba7666ced30a2f85bcf2f0af2bd46e4f3b8c6efd.png


Website[drakelings.bluedrake42.com]
Discord[discord.gg]
Youtube
Twitter
 
Última edição:
Development Blog #21 [April 2022]
Hello Drakelings!

Welcome to the twenty-first devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of April 2022.

To start off this month’s devblog, I would like to cover some of our internal discussion points about what our current tentative path towards early access is looking like, and some plans for post-early access:

Pre-Early Access Task List (in no particular order)
  • Bug fixing and polish of the infantry experience: We obviously have a lot of bugs and features to polish up surrounding the core infantry experience. This item goes without saying, but it is still an important one for us. Most of the items on this list are already known and have been reported when the demo came out, but there are also some engine-level bugs that the programmer would like to take care of here to ensure a smoother experience, and help pave the way for future features that we wish to implement.
  • Keybinds and options menu expansion: One of the highest requested features is an expansion of the keybinds options and menus. This will include things like allowing for hold ADS, toggle lean, and so on. We aren’t exactly sure when the programmer is going to get around to this item just yet, as it is going to be somewhat of a large undertaking due to all of the user interface (UI) work and more extensive programming that he is going to have to do, but it is something that we intend on completing prior to going to early access.
  • Vaulting and mantling: As you will see later on in this devblog, work is already underway on these features. Currently, we are preparing the animation blockouts that we will use to get a first iteration of this system done, and then a few of the other developers are working on a prototype system for vaulting/mantling up and over objects from an idle position, as well as from a sprint movement. Read on to learn more.
  • Server admin tools expansion: Currently, we just have a basic RCON setup where server admins can kick, ban, change the map and factions, and so on. As we have covered in previous devblogs, we have a lot of plans for how we will vastly expand this suite of tools for admins to be able to run their servers to their liking. We will be adding in features and functionalities that will be useful for active admins, as well as people who will not be as active in being able to run their communities (such as voting systems). Once we have these tools to a certain point, that is when we anticipate that we will begin admitting people who have signed up and are on the waitlist for the multiplayer playtest sessions.
  • FOB/construction systems: This should be self-explanatory—this system will allow players to build and fortify FOBs, fortify firing positions, establish rally points, and so on. This will also mark a point where we will be shifting harder into reinforcing teamwork and communication, which is obviously something that hasn’t been a huge focus with where the game experience currently is (but rest assured it is very important to us).
  • Game mode expansion (basic): At the moment, we have a very basic offering of AAS, and it is nothing special. One of the things that we would like to do as we expand the way that the game modes work is simply bring in functionality for many tried-and-true, basic game modes that everyone is familiar with so that there are a variety of experiences that can be had, and the logic is fleshed out and expanded for modders to come in and make their own custom configurations utilizing a wider and more versatile framework. This includes, but is not limited to, game modes such as TDM, CTF (which we figure can be repurposed for things like intel retrieval, hostage rescue, and so on), insurgency (locating and destroying caches), terrorist hunt (PvE AI elimination), 0GQE9-67ZF4-5L7T4, king of the hill, bomb plant/defusal, and so on. This list is not final, nor is it representative of what the final basic game modes could look like.
  • Steam workshop support: Self-explanatory—we will set up Steam workshop so that modders will be able to upload and distribute their mods easily to players on day 1.
  • Audio overhaul: As many of you have likely seen, we are already currently working towards our first iteration of our audio overhaul. This will not only involve the sounds of the individual weapons, but more importantly how those sounds interact with the environment around them (i.e. if I fire my rifle indoors vs. outdoors, or in a city vs. a forest). We hope to have a first iteration of our new sound systems in the coming weeks. Please keep in mind that audio is extremely complex, so this will likely be an iterative process that will take us time to get right, but we feel that we are on a good path towards having a solid soundstage.
  • Bots/AI: Work on bots/AI is constantly happening in the background, as we have a dedicated AI programmer that works on these systems. How bots will look/act by the time early access comes around will largely depend on whatever progress he is able to make in that time. Bots/AI are extremely complex systems, and will be an iterative process as there are still many unknowns to explore and decisions to make for how we want them to play, but we are confident that by the time we go to early access it will be a night and day difference to what they are right now. Some of the things that we are working on and/or planning currently is having the bots actually group together in their respective squads, doctrine-based behaviors such as the ability to get into formations, bound and peel, and react to contact, making it so that they can no longer see through smoke and foliage, and so on.
  • Content: We still have some remaining content planned, such as a remake of the WW2 factions to prepare for our shift to Operation: Overlord. We generally get to content as we are able to budget for/afford it, and our main focus right now is features and the framework of OHDcore, so we don’t usually keep too comprehensive of a list of content that we plan on making—whatever feels right at the time is typically how we approach it, so it’s hard to say what sort of additional content that we will work on prior to early access.
After we complete this list, we feel that we should have a solid experience to offer for early access, and we should be able to start establishing a date that we will actually go live and release O:HD for free to the general public. Once we go to early access, this is the list of the more immediate tasks that we believe we will be focusing on first:

Post-Early Access Task List (in no particular order)
  • Vehicles: Basic ground vehicle functionality for transport, logistics, and static weaponry (including artillery). As we have stated in the past, most of the work that we need to do when it comes to the basic vehicle mechanics, such as driving, getting in/out of different seats, traction on different materials and inclines/grades, performance of large vs. small vehicles, and so on is largely completed. That being said, it is the remaining networking and multiplayer replication work that still needs to be done, and is arguably one of the largest hurdles for getting in our first implementation of vehicles. This is really just a matter of tasking our lead programmer on this, however, he obviously has a long list of other items that he needs to tackle first before he can dedicated and focus his time towards this, but rest assured it will be done! In the meantime, we are already seeing some impressive work happening in the modding scene with vehicles just using the tools that they already have, so I would not be surprised if we wind up seeing some form of vehicle mod(s) first before we get around to doing an official implementation.
  • Medical overhaul: We have many things that we want to overhaul within our medical system, so in light of the rest of our tasks we felt that this would be more appropriate to tackle once we go to early access. We will release more details about what our plans are with this once we further design this internally.
  • Game mode expansion (advanced/custom): After we have completed the basic game mode expansion pass, our plan is to venture into our own custom designed game modes. We are still discussing a lot of ideas internally and writing design documents, so we don’t have a description yet of what that will look like yet—still plenty of time before this happens, so we are taking our time with it and exploring many ideas.
  • Customization (weapons/gear): Self-explanatory—weapon customization and gear/clothing customization is of course still planned. We already have some very early functionality for some factors of the systems we will need for these (such as the animation overhaul we did, which will make it easier to have a variety of attachments and still maintain fluid and appropriate animations), but there is still a lot to go for these features that will take more time.
  • More content: What will that be? Your guess is as good as mine—it’ll be whatever we feel is relevant to make at the time (and we’ll see what sort of mods exist by then as well, and what the community wants to see).
For the sake of clarity: this is NOT a comprehensive/cumulative list of all of our plans with O:HD! This is simply the more immediate items that we feel will be important to prioritize, and what we believe the development cycle for the game will be surrounding early access. This is also NOT any sort of estimation of when early access will be, or how long any of these tasks will take to complete. We are constantly evaluating our development cycle and our action plan leading up to and immediately after early access, and we want to make sure that the community is kept up-to-date with what those plans are along the way. As usual, plans are always subject to change!


Maps

Omaha Beach
Blockout work continued for Omaha Beach:

34c650e1a8e338fa903d4a4d2ea399f986343be5.png



Lam Dong
More defensive positions and general hardcover were placed for Lam Dong, along with more foliage detailing and opening up some areas. A new dusk lighting preset was also added, alongside other general lighting tweaks/improvements:

90691044413b1f6aa1d07a054508d8581c49f4c0.png


Khafji
Some foliage detailing and walls were added to Khafji, and a new clear sunny lighting preset was added in addition to other general lighting improvements:

f7b07ddcf19e883a4d63fc5089fa0706a759d4ef.png

44a5c95b0a3e9d1ab3795670a23bf26f89ecae5f.png



Animations

Further work was done on the reworked third person character animations since the last time that we shared them in a previous devblog.

EmbellishedValidBoaconstrictor-size_restricted.gif


Now, we are actually utilizing Lyra’s shooter template blendspace animations in combination with our own in-house animations (we redid the blockout ones that we showed in the past). For those that are unfamiliar with what Lyra is, Lyra is a learning resource (created by Epic themselves) designed as a sample game project to help understand the frameworks of Unreal Engine 5. Its architecture is designed to be modular, including a core system and plugins that are updated regularly along with the development of UE5. We backported portions of this system from UE5 into UE4 in order to utilize some of their advancements, and set us up for continuing to be able to keep OHDcore in line with the direction Epic is taking Unreal Engine into the future (which is a large contributing factor towards what will help keep it performant, and easily modifiable).

In addition to the third person animation work, we also redid a few more existing/older weapon animations:

AdeptCornyBernesemountaindog-size_restricted.gif

RawArcticAddax-size_restricted.gif

MediumMerryHummingbird-size_restricted.gif

LankyGorgeousAfricanporcupine-size_restricted.gif

BriskTediousIridescentshark-size_restricted.gif

CooperativeDeficientGoral-size_restricted.gif

M9, Makarov, 1911, P38, PKM, and RPD


Objects, Models, and Textures

World Props and Environment Assets
More blockout buildings were created for use on Omaha Beach:

79491fb8623bbabb320a2b974bc1ddaa95bedb70.png



Foliage
New palm trees were created for use in our desert and jungle environments, as well as some new grass for use on our Normandy-based maps:

e6abd4d5e4be03ffd68fcedb8784c5036487dfb4.png
f49af265c5b570a64720194e57024998338739df.png
cdab3ccd99f79d4db7a5b9fb9b161d37ce4d480f.png
6fe235372b90eb84eb38823f77a5d0ca9b7848a7.png



Upcoming and WIP Features

Vaulting and Mantling
At long last, work has begun on vaulting and mantling! Currently, our third person animator is working on a first pass of blockout animations:

ShimmeringSafeCornsnake-size_restricted.gif

RepulsiveInexperiencedDinosaur-size_restricted.gif

GrimSafeAmazondolphin-size_restricted.gif

HappygoluckyPoliteEmu-size_restricted.gif


Our goal with this system is to allow for the following types of vaulting/mantling scenarios: vaulting/mantling over/onto objects from an idle position, and vaulting/mantling over/onto objects from a sprint. Whether you vault or mantle will be determined by object height, and whether you should go over or up onto something will be determined by the object itself (i.e. is it a thin fence, or a shipping container).

Beyond the blockout animations, the actual mechanics will of course have to be developed for the animations to be plugged into as well:

IndolentAgonizingGypsymoth-size_restricted.gif


Please note that this is a very early prototype, and it is not meant to look good. What is shown above is the first person view model being made to move in tandem with the third person animation so that everything is synced up between what you see and what your third person model is doing. The vaulting system checks if you're within a certain distance to the wall while walking forward and pressing the jump button. If you're within that distance to the wall, then it checks the depth of the wall to determine if the player has enough space to step up onto the obstacle. If there isn't enough space to step up, the player will then vault over instead.

Bots/AI
The AI programmer worked on some of the more technical factors of the bots/AI, and spent time cleaning up and refactoring their vocalization and navigation features. In addition, he pivoted to a somewhat new navigation/locomotion workflow, mainly to prepare for the AI squad movement mechanics. For now, AI squads will only move as a group, but their behavior will be more or less the same as it is now—this workflow will eventually lead to more complex AI squad behavior which will allow them to do things like follow formations, more effectively react to contact with actual small unit tactics and maneuvers, and so on.



Thanks to everyone for checking out this month’s devblog. If you managed to claim the hidden playtest key, let us know down below in the comments!

Make sure to join the O:HD Discord[discord.gg], 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[www.patreon.com]! See you all next time!

-Goomes, Lead Community Manager



ba7666ced30a2f85bcf2f0af2bd46e4f3b8c6efd.png
 

Users who are viewing this thread

Voltar
Topo