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From the Front: Dev Progress Update #1

From the Front: Dev Progress Update #1

 

As we move forward, we felt that it would be more productive to give detailed updates on where dev is up to, instead of leaving everyone in the dark and waiting for that Alpha drop! We're a very fresh-faced team, and while we try to output the highest quality possible we often hit unexpected roadblocks. None of these are particularly critical, they simply take slightly more time than planned for.

We figured you could join us on this ride, as transparency is everything!

Over the course of our preparation for closed-Alpha I'll update the progress of each feature so that you have an idea of what we're attempting to achieve prior to you joining us in game. These are features that we feel MUST be at a high level of completion so that the Alpha can take place as smooth as possible.

  • Tactical Map logic has been written - complexity (spawn points, sectors etc) are now being added, as are the initiation animations.
  • Binocular and scoped weapon models have been completed, and will be introduced once animations are complete. The coding logic behind these is very similar.
  • Garrison spawn wave logic is near final, with bug testing to iron out any remaining flaws.
  • Trucks are replicated and working, with the bells and whistles coming along shortly (engine sounds, deploying supplies, damage model). This is less about complexity and more about finishing it off.
  • Sector count victory condition needs to be updated.
  • Deployment menu needs to be updated.
  • Machinegun deployment logic needs to be coded.
  • German Officer skin has been assigned to Officer role.
  • US Officer skin needs to be weight painted and assigned to Officer role.
  • Role load-outs need to be checked and delineated.
  • AT weapons (Bazooka and Panzershreck) have had models completed and brought in, with animations underway.
  • St Marie Du Mont town center needs to be completed, as do several smaller farms.
  • Hurtgen Forest is at about 80% of completion, with additional details needing to be added in several plain sectors.
  • Our initial weapon list is almost complete in terms of 3D assets. Only the STG 44 and smoke grenades are currently outstanding.
  • All weapons are currently having all animation cycles updated and implemented.
  • SFX for all weapons is being overhauled.
  • The medic system is not yet begun. This will be rolled out in iterations - with increased complexity and functionality added as we go.
  • Scoreboard, Victory and Defeat screens have all been designed and need to be implemented.
  • Nearly all vehicles have been created in 3D and are in engine, but all except the Jeep, Kubelwagen, Deuce and Blitz are in holding pattern until post-Alpha:

Opel Blitz (with interior)

Deuce and a Half (with interior)

Jeep (with interior)

Kubelwagen (with interior)

SdfKz 251 (with interior)

M3 Halftrack (with interior)

Panther Tank

Sherman Tank

Firefly Sherman

Tiger 1

M3 Stuart

Panzer 2 'Luchs'

Wespe

Priest

 

Thanks for joining us on the journey! As usual, if you have any questions feel free to ask in our Discord or here on the forums and we'll do our best to reply!

 

Lastly, the M3 Halftrack! Able to drop ammo and supplies, as well as ferry entire Platoons across the map and provide light fire support - the M3 Halftrack is going to be a staple for the US forces.

 

 

[ATTACH=full]2556[/ATTACH]

 

 

Max

 

 

Originally posted here: https://forum.hellletloose.com/index.php?/topic/124-from-the-front-dev-progress-update-1/

Edited by Madhouse

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