Today has been a special day for us that we finally got to play with AI in the stage.
So as soon as we got to the office, we instantly played logged in the game along with our dev team members. It was our first experience with AI, and I would say the gameplay has reasonably become thrilling. Well, there are pros and cons about AI implementation, but I guess pros part is taking its advantage further. Technically, you don't need to fall asleep anymore during your gameplay. These foes are everywhere very close to you every time you make a drop into the DEATH FIELD. I am unsure whether they will immensely threaten you nor them will be your prey. The answer lies within you, and you have to find it for yourself. The cons about the AI is that they lack concerning broad patterns of action. However, this potentially can go better as we progress more time into development. Time is all that matters for us, and we will play out well. We still have a week to go, so confidently going through steps one by one would turn out salutary for both consumers and us. Basically, what it means is that you will be paid off for waiting.
That’s everything for today and we will see again next week. 😊
Development
- Specific frames revision for the Molotov throwing animation.
- Crafting UI work.
- A fire effect work for placing nearby the magma area.
- Backpack lv3 assets registration work.
Implementation
- AI spawning method change.
DevDiary 36
We've considered whether what screenshot to show for today's note. What kept us in mind is, why not show the newly revised waiting site before the game starts? As you know, the former waiting site has set in the port environment place. We would have to say the old site isn't much satisfying, and the design of the level has not done creatively. However, this new place is really on the point that you will feel differently concerning meshes that have set variously, along with the structure of the level. Our level designer has put copious time, to accomplish it alone. And are sure that he will pay off the work he did later. Although we are continuing the job still, the finalized work updating will be on June 15th.
Indeed, the importance of playing in the level structure comes from stimulating your adventurous spirit. In particular, the shooting game like DEATH FIELD needs its way to the fascinating level that can attract people. Optimizing the level of structures at maximum, to attain people to play over and spread entertainment. Though you guys play the map after we finish the work, there is no confirmation of the promise that you will entirely be satisfied.
However, what we expect to see bright is that we are strong communicating with consumers.
Endless intimate communication with consumers is the key for us. We hope this can play out well in the later stage and will get things prepared for our necessity.
Today has been a day full of talking about the level, but tomorrow may be different.
As we see a day by day of masses load of work completion, we think that the big update can happen on June 15th. As you give us more interest and expectation, that easily affects irritate us to gain the power.
I think that's it for today, and we will bring more for tomorrow.
Development
- An addition work of sound and crosshair, when confirms hit a target.
- HUD navigation work.
Implementation
- Additional work related to the AI, when the chopper approaches the destination area.
- Spawning work completed for AI in the waiting area.
DevDiary 35
It’s a delightful June for all of us, and of course same for Survivors as well. Although delighting June had come, a crucial day is coming closer on our end. If you guys have followed up our DevDiary before, some of you might have already realized with traces we left earlier. We've been delivering messages daily that what being fixed and improved in the game. Before, we used these messages to notify for the weekly game update. However, from now on, anything that we are revealing for fix and improvement will be about the game update which is going to perform on June 15th. Yes, right, a significant update is coming ahead soon! We will try to provide as much details as possible in the upcoming community notes. For now, all we can say at the moment is that the entire map has restructured in the island, which this means that masses of change you will instantly recognize in your play experience. All those buildings and structured location you remember might have transferred to somewhere, or maybe even more improved. More assets and meshes have drastically added to look better concerning visual. Where ever you go, you won't be bored. And that's what we are hoping you to experience; we can't guarantee though since everyone has different eyes of looking in perspective. But overall, we are striving towards in concerning of making better and better game. We will show other visually-good parts of the map tomorrow, along with the ones that we showed today.
We will be back again tomorrow. Until then, have a rest of quality day.
Development
- Pistol's extended magazine settings update work.
- Quality up work on the sprinting animation after equipped the pistol.
- According to fit of the SR's extended magazine equip, the reload animation quality will be improved.
- AI character's kill message integration work.
- Adding sockets, on the backpack mesh.
- Separate the craft to the widget.
- Quality up work for the sprinting animation while holding the grenade.
- AI spawning work for the standby area before the game starts.
- Producing abandoned debris in the volcanic area and burnt dummy assets.
Implementation
- Structuring system for tracing AI and evading movement.
DevDiary 34
This week's update has performed earlier than we expected, and it has gone safely, without any critical issues. The game looks better in terms of improvement in the earlier how it was. A lot of tweaking that we have done for colors, and other kinds of visual related work are top-notch. Thanks to those that had spent time doing the following task. You guys will be blessed. However, we still think that beloved consumers' satisfaction is what we strive to push out. And it is indispensable for us to achieve, of ensuring your satisfaction, so that we can get a blow in of superior vitality. Well, it's a tough challenge for us, and we are already facing it. We are trying to put every single moment as positive as possible. And this easily connects to give us a passion for what we are doing.
Currently, the development is going very smooth. And are being aware of finding the most suitable ways of working to get the best advantage. For us to make this happen, we do have a lot of in-depth meeting internally. By having close communication with team members ensure us to end up with quality works.
Soon or later, we will be able to reveal about further updates or things that we are developing. We will probably be continuing working with the things that we were doing prior days.
We hope to expect revealing something fresh and new for next week's DevDiary. And lastly, have a great weekend :)
Development
- Backpack's left and right shaky animation value tweak.
- A bag and a bandana related meshes addition.
- Work in progress to make similar items spawn at the same location. (Work continuing)
- Enable setting for the vehicle in item spawner.
- Fixed an issue of the animation lag after damage.
- Bandana, handmade gas mask, vest drop items production.
- Craft icon revision and a representative icon registration.
Implementation
- Hawaii style structures production complete.
- All item preset world event creation complete.
- AI accuracy rate development complete.
- AI sight related features development complete.
Maintenance Update for May 31st
Hello Survivors,
The maintenance will perform soon to make better gaming environment.
We hope that the upcoming update makes your gaming experience even more pleasant and fun.
These are below, going to be improved this time.
Bug Fix
- Fixed a bug that able to view crosshair while zooming with the scope.
- An issue of crosshair-type not being applied is solved.
- Fixed that collision of the merge-actor container.
- An issue of vehicles physical synchronization is solved.
- Raised the Z scale for foliage.
- fixed the collision for the ad board.
- The muzzle of the gun has reworked to a matte.
- Landscape material and assets production and optimization.
- While holding a Molotov, up and down shaky animation value has reduced.
- When crouched down while zooming and released it, the gun mash was unable to see, but now it has fixed.
- Grass tone revision.
- Auto exposure revision.
- The camera view used for falling from the airship and getting on the vehicle have fixed.
If there are any bugs you find in the game, don't hesitate to report in the Steam community forum at 'The Bug Report' section.
Also, please keep in mind that, during the maintenance, you will not be able to log in the game. Please refer the schedule below for maintenance hours.
Maintenance Schedule
PDT / Wed, May 30, 11:00pm ~ 12:00am
CEST / Thu, May 31, 8:00am ~ 9:00am
KST / Thu, May 31, 3:00pm ~ 4:00pm
If you still haven't visited our community channels before, please drop by the channel link below and either like us or follow!
After the game update earlier this week there have been some bugs found on our end. But not so critical though. These will quickly be fixing in the upcoming update. Probably, we have focused too much on the work these days that didn't even realize people were wearing summer clothes. Well, which is not a bad thing at all, but we seem like a way behind in terms of trend. What trend? I guess it’s just an overall trend. Anyways, we have a way to go, so let's move on together and of course together means with you guys :)
Now let's move on to talk about development. We had an issue with similar items not spawning at the same spot. (For instance, AR's bullet not spawning right by the AR) In fact, this is the issue from before, but we have continuously worked in this to improve. Now we are seeing things working out. You guys will not be having much difficulty in looting stuff at the beginning of the game. Faster looting will enhance the quality of your gameplay. However, the player base in the game is the problem at the moment. We have categorized development of AI earlier days and realized that there are a lot of segments to be able to complete thoroughly. As mentioned in the previous DevDiary, we have completed some of em. If you want to check out the history regarding it, refer to the previous DevDiary. We hope to bring more updates regarding this anytime sooner. We will do so, and time to wrap up our story for today, and see you again tomorrow~
Development
- Backpack's left and right shaky animation improvement (additional work needed)
- Work in progress to make similar items spawn at the same location.
- A vehicle-related work.
- Landscape material and related assets production and optimization work.
- Bullets (type of bullets) addition work.
Implementation
- AI & DF game mode merge.
- AI roaming development.
DevDiary 32
We were supposed to perform a game update last Friday. However, there have been a lot of dramas going on last week that we had to get delayed. Anyways, good thing that we did it yesterday, and feels like we have stepped up further.
Be sure that if there is anyone around in the game, and finds a bug in the latest update, don't hesitate to report bugs in the Steam forum in the bug report section. We do our best to find bugs internally; however, we also desperately need Survivors help as well.
Recently, we had a lot of meetings internally frequently, tries thinking several times in a player's perspective view, what would be a most suitable advantage for players to take, for them enabling to experience enjoyable gameplay in DEATH FIELD. I guess that's why we continue to attempt redevelopments various times until we end up works with satisfaction. Of course, this is a good sign for us, if we end up on a find of their best fit, that's more than way above accomplishment for us.
This week as will be tough as last week but are expecting some excitement for upcoming scheduled work. Remember the big day we mentioned previously is coming closer. Every each of us here is on duty to make things clear, and we are striving towards it.
Ok, let us get back to work now, and talk to you in next DevDiary.
Development
- A color related presentation setting (Additional filter work)
- Additional animation work for the backpack. (Some value for backpack animation is getting tweaked)
- Default behavior tree creation (AI related work)
- Pistol, magazine work.
- The crafting UI's improvement work.
- SMG's magazine related work.
- SR's magazine and icon work.
- Item usage export work.
- Enable an item-use in the vehicle.
Implementation
- AI spawn point work completed.
Maintenance Update for May 28th
Hello Survivors,
The maintenance will perform soon to make better gaming environment.
These are below, going to be improved this time.
Level
- Tree LOD distance tweak.
- The volcano smoke effect improvement.
- A color related presentation setting.
- Land scape's LDO fall-off method change.
- The volcano location change.
- The old town's structures remodeling.
Game Mode
- Fixed a bug that the chopper arrival time counting is not working appropriately.
- 360 viewing supported with ALT key.
- Freelook added in the game option
- Picked up items get enhanced verification through the dedicated server.
- A time that drops the rescue basket extended from 2 minutes to 5 minutes.
- Works related to the escape chopper issues are pretty much solved.
- Left and right shaky animation value while sprinting for an unarmed, pistol, Molotov's are reduced.
- Added FOV Inter Speed per camera status.
- The value for the camera when falling from the airship has revised.
Weapon
- Fixed an issue that not able to arm the parts on the weapons.
- Added a default attribute, before the recoil when firing a firearm.
- Roll category addition, in the recoil attribute.
- A recoil gets less effect of frames.
- An animation and reload revision for SMG.
- Left and right shaky animation value while sprinting with holding firearms have reduced.
UI
- Gas mask icon revision.
- Crafting UI improvement.
- A title addition in the game mode gauge.
- Announcement setup location revision.
Vehicle
- The vehicle tuning improvement work. (Sub-stepping related work)
Bug Fix
- Fixed a bug that not draggable with the zoomed view in the entire map.
- Fixed a bug that not able to do a free view while being dropped.
- Fixed a bug that items are created overlapping on top of doing crafting’s.
- Fixed a bug that crafted effect not be activating while armed with parts.
- Fixed a bug that weapon check not correctly done while armed/unarmed parts on a character.
- A bug happened on use of the repairable crafting item is fixed.
- Camera Near Clip value revision.
- Fixed a bug that the death camera is not functioning.
- Fixed a bug that inventory not being reset.
- Crosshair disappears in a free look status.
- A firing restriction of calculation has fixed when the bolt action firearm's bullet is less than 1.
Also, please keep in mind that, during the maintenance, you will not be able to log in the game. Please refer the schedule below for maintenance hours.
Maintenance Schedule
PDT / Mon, May 28, 2:00am ~ 3:00am
CEST / Mon, May 28, 11:00am ~ 12:00pm
KST / Mon, May 28, 6:00pm ~ 7:00pm
If you still haven't visited our community channels before, please drop by the channel link below and either like us or follow!
This week is passing at lightning speed. It's probably because we only focus on doing stuff what we need to. Also, it is exciting to concentrate what we love to do. Though the time we put in doing works sometimes feels tough, we get satisfied with the overall work progresses.
What pushes us strenuously to the difficulty is that masses load of new work has registered on the schedule as soon as unveiled the AI system development.
Most of all, firearm-related work has newly added again. Well, we can never resist tasks regarding firearms, since this is something that takes wholly about DEATH FIELD. If the experience of dealing with weapons lacks or not entertaining in the game, it is, basically not really, you know...
Anyways, it's the mission given to all of us, that playing with weapons must be at the top-notch. Survivors might know how horrible with the firearm playing was in the first place when DEATH FIELD was released. Most feedback was, not so realistic, or not fun at all. These feedback from consumers have ensured us to do it better and hope that you guys like the work we did.
There is more stuff that has registered than firearms tasks, but basically, this is most important that you must know, but unlike the weapons issue, we are opening the more opportunities when it comes to development.
What is DEATH FIELD, for our survivors?
And what would a superb fit for them?
It's the goal that assigned to us, and a path we need to find best that fits us.
Development
- A color related additional work.
- Guns recoil, improvement work. (The last day work continues)
- An additional pistol animation work.
- Suppressor-related textures and icon addition.
- Enhanced suppressor setting work.
- Sniper rifle related setting and animation production.
Implementation
- An additional structures production for the town completed.
DevDiary 30
A work we were doing recently, is nearly up at the finishing stage. Probably we will be able to bring it up in next game update. And because we received pretty good feedback from the latest update, perhaps we are expecting another good one. In truth, we hope the survivors to enjoy the game literally. However, there is an issue for you that can't enjoy the game thoroughly.
It's because of a player base in the game. And of course, we are aware of it as well. So, what we have thought of is that we had an in-depth internal meeting recently, that perhaps creating an in-game bot might solve a problem? In fact, this was feedback from another player, and ever since then, we are intensely aware of this issue.
Firstly, AI is something that is not easy to develop and needs a long time to figure out development process. We see a big challenge right there. But eventually, this is something must be figured out, and we will do so. For anything related to AI development, we will notify you through later DevDiary.
I guess it's time to wrap up today's DevDiary, and overall, this is pretty much everything we could say at the moment.
Just give us some time to finish up the works we did for the week, and we will prepare for an upcoming game update.
See you tomorrow. 😊
Development
- The vehicle tuning work (An issue is happening that the vehicle gets stuck under the ground because of a low frame)
- Pistol animation (reload animation work)
- A structure produces for the town (Assets, textures, and material work)
- Crafting UI improvement.
- Guns recoil, improvement work.
- An additional layer work for the landscapes.
- AI spawning system development.
- AI system development.
- Finishing up the work, for death camera improvement.
- Finishing up the work, for 360 viewing feature.
Implementation
- In-game UI focus related work revision.
- Additional lobby work.