Admittedly, we've seen the color and overall quality improvements drastically from the latest game update. However, we won't be just satisfying with the recent works, though there are still lots to advance for the game regarding quality. Above all, the volcano smoke readjustment work is what we are focusing at the moment. The adjustment work is going great so far, and it's on the way we wanted to be. Most importantly, according to our consumers' voice, things can be changed at any time. So always keep your eyes on DEATH FIELD. There might be some of the parts you won't track of on what we revise. Of course, we do our best to announce on whatever we do, but sometimes things happen as not what we predicted.
As you all may know, the concept of the DEATH FIELD is to survive among the players in the deadly volcanic island. We highly push our game concept very strong, and willing to fix/improve to get em better anything related to game systems or features. Ultimately, we will ensure to show you the best we've got.
Other than this and that, the landscape currently seems uninspiring. So, we decided to add a layer. By adding the layer, would make visual improvements, and this connects to your gameplay experience as well. For now, this is nearly all we can say regarding the landscape work. Hopefully by couple days after, more follow up news can be revealed.
Lastly, there are some of the people that have left us feedback, and of course, we are aware of it. Just continue to drop by here to check out the further DevDiary for what we are bringing next time.
Development
- The volcano location readjustment.
- Color-related presentation setting.
- UI features addition work.
- Smoke effecting puffing off the volcano is being worked to be improved.
- Working to create an additional layer for the landscape.
- A new feature to be created that enables ON / OFF functionality for the minimap auto-rotation.
Bug Fix
- Fixed an issue that the chopper countdown time is not functioning.
- Fixed an issue that not able to arm the parts on the weapons.
DevDiary 28
So, we've heard quite a positive feedback from the latest patch update. And yes, it's been the massive update with large amounts of improvements, fixes, and some additions. Although the newest patch update doesn't seem to be reaching the perfect level still, we see issues are getting accomplished one by one. We are pretty much happy with the work done. However, our satisfaction doesn't come first. It's the player, that needs to love the game and be satisfied.
That’s why we put so much time into concentrating to your feedback and attempt to apply into our development schedule to get it done.
Since we still have specific works to finish for this week, following up the work schedules from the last week, we may have to categorize the large parts mainly, continually adding on small portions of work should be the way to work out.
It's the new fresh week to start a day. We hope our consumers to feel the same, or even be much refreshing than us. We will make it happen :)
Development
- Pistol setting and animation work.
- Seaside area revision work.
- A new magma terrain addition.
- A color related engine setting work.
- Improvement work for the volcano smoking effect.
- In-game UI related work.
Implementation
- A new spawning area addition complete.
- New structures size work completed.
DevDiary 27
When DEATH FIELD was out on the first day, were you guys satisfied with guides for the gameplay? Probably the answer is 'No' since everyone was rebuking after the game release. Those who have remarkably adapted to the battle royale genre by playing the other battle royale games out there would feel easy. But that's just a few of people that feels easy, probably large numbers of people would feel a considerable complication. Our development team is continuing to put best as a possible effort to enable players gameplaying experience maximized. Our supreme goal is to be eligible for players to play without any hurdles. And to resolve the following problems require quite a time on games tweaking. To address detailed that the latest update is going to solve entirely of em.
We hope that Survivors would feel much convenient on the gameplay after the latest update.
We won't say this is the everything for you. There are more for you guys. Down below are the lists that we are working on and will continue to tell our development story. Just wanted to say that please continue to support us and always welcome to leave any feedback.
Development
- UI guide for danger zone and the chopper.
- Pistol setting and animation work.
- Click left ALT key to enable 360-degree view while running. (Development in progress)
- Turning windows as a breakable object when punching.
- A warning icon for the gas mask and registering an arriving zone for the chopper icon.
- Additional scope setting work.
- Crafting UI improvement work.
Maintenance Update for May 18th
Hello Survivors,
The maintenance will perform soon to make better gaming environment.
These are below, going to be improved this time.
[UI bugs and improvements]
- Gas gauge has improved. (When using the gas mask, the bar will be blinking)
- Crosshair has improved.
- Fixed an issue that specific resolutions are blinking in the minimap.
- Fixed an issue that the volcanic bombs are not dropping at the marked red area.
- A new guide indication has added, when you are continuing to stay in the contaminated area.
- A new message addition when you are in the termination zone.
- There will be a newly added slide bar, indicating the time, before the contaminated area gets terminated.
- There will be a newly added slide bar on top, that shows the chopper reaches the time at the destination.
- The time will be showing on the top when the rescue basket gets descending.
- Customized UI crafting is showing visually in the inventory.
[Vehicle bugs and Improvements]
- Fixed a bug that the camera not being renewed when the vehicle is driving.
- Fixed a bug that the movement of the camera not being activated.
- The vehicles torque curve and steering curve have improved.
- An apply time of the vehicles torque curve has shifted.
[Other bugs and Improvements]
- Changed from FOV 70 to 50.
- A dedicated servers frame has adjusted.
- Tree LOD has fixed.
- Fixed a bug that the camera view change when reloading guns while aiming.
- According to the primary change of FOV, the entire camera option values have fixed.
- The speed of opening and closing the door has changed. (0.5 seconds)
- According to the FOV changes, reticle scale has changed.
- Won't be able to get on the vehicle in the warm-up stage.
- An odd-looking landscape while parachuting has fixed.
- Fixed an issue that not having a damaging sound when stepped on the magma.
- Level 3 backpack's quality is improved.
- The camera has exclusively added for boosting while parachuting.
- The camera animation has much improved while parachuting.
- A spread has integrated to the guns.
- Windows are now breakable with punching.
- Crosshair zoom is released when jumping.
[Game Mode]
- The contaminated area's active time has changed.
- Staying in the contaminated area, in the beginning, gives a little damage, then as time goes, will grant more damages.
- The volcano explosion time has rebalanced, and bombs explosion amount has changed as well.
- The bombs dropping speed and angles have rebalanced.
- Reaching time to the destination for the chopper has reduced, and the rescue basket time has increased.
[Weapon Balancing]
- Shooting recoil has rebalanced.
- Character's pose and movement status are being affected according to the accuracy of weapons and shooting recoil.
- Weapons equip and disarming time has rebalanced.
- Reloading speed has rebalanced.
[Game Color Improvement]
- Sunlight, skylight color change.
- Fog setting revision.
- Post processor revision.
- Bloom, Lens flare revision.
- LUT change.
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 Fri,May 18 4:30am ~ 5:30am
CEST Fri, May 18 1:30pm ~ 2:30pm
KST Fri, May 18 8:30pm ~ 9:30pm
Thank you for your patience and support.
DevDiary 26
Hello Survivors.
Let's start to talk about the vehicle continuing from yesterday. By referring the devs schedule and all that, the vehicle improvement work seems to be on the way to its finish. Moreover, I tried playing around with the vehicle on the test server and would have to say; the control feels much better than before! Good thing that our beloved survivors will be able to try this out on next update.
If by any chance, there's an odd feeling to vehicle controls, please leave comments below. We will promise to follow on your feedback.
Also, asides that, the map improvement work has started since last week. There was an inevitable part that encountered struggle on working the map. However, we were able to break through the difficulty, which is a good thing. Revealing the game-map is not an issue at the moment, it is just we need some polishing so that the announcement can make as our schedule preferred.
So basically, these two are the significant facts that we wanted to talk. Other than that, continuing the work from prior days is what we are focusing.
Let us talk about one more thing that if you haven't visited any of our community channels before, please drop by the channel link below, and either like us or follow!
- UI features addition work.
- Fixed of an issue that the minimap wasn't working correctly in specific resolutions.
- Gas filter gauge, improvement work.
- Fixed of an issue that the volcanic bombs were not dropping at the red zone correctly.
- Pistol setting and animation work.
- Producing building structures.
- The vehicle's weight centering work.
- The vehicle tuning work.
- A new spawn area addition.
- Improvements in animation when you carry bag and run.
- Turning windows as a breakable object when punching.
- Click left ALT key to enable 360-degree view while running. (Development in progress)
- Enhancements to the error solving on the client network.
Implementation
- Volcano map production.
DevDiary 25
Hello all,
Has it been an enjoying day for all your survivors to play out in good weather? If your answer is yes, we are very happy for you, but we are not. It's turning out bad here. However, we can focus better on the development is one of a good point. Tremendously rain poured yesterday, and it's getting hotter. It's a new fresh way of feeling the summer coming along.
So, to start off talking about the direction we are going now. Continuing to work on minor things of the fix is what we are focusing on right now. If you refer to the bottom attached development details, we got lots of cleaning to go. Of course, there is an untold story that we haven't talked about yet. But new additions are another topic to treat for future. So, we will stick to talk about things that are going at the moment. A new AR is coming along, and this will change the entire meta of gameplay. Some players have left feedback on the game arrival, that there are only a few guns available in the game. We perceived your concern and, know that there must be an addition. Hopefully, we'd like to see the more intense fight going on after an update.
Another thing that, what I personally most expecting is to see the more advancements on the map revision. You definitely will feel something new from this one and hope to see things rolling out in regards to good game playing experience for all.
I guess that's everything for today, and we will bring out more to catch up for later.
Development
- The vehicle's weight centering work.
- The vehicle tuning work.
- The crafting UI revision work.
- UI guide updates on the danger zone and the chopper.
- Pistol setting and animation work.
- A small building structuring work.
- Enhancements to the error solving on the client network.
- Level 3 backpack assets registration work.
- Normalizing weapon parts and its icon registration.
- Suppressor parts, setting work.
- Vehicle damage improvement work.
- The marker improvement work.
- A new AR icon registration.
- Working on to apply the damage takes when getting off from the running vehicle.
- Essential assets creation for the starting location with the airship.
- A speed balancing for opening and closing doors.
- There is a certain place of maps that looks odd when jumping off from the airship in the beginning, is getting worked to fix.
- Parachute control has improved.
Implementation
- An exclusive camera view applied, focusing boost during parachute.
- Completed work on enabling a sound when getting damage on the larva.
- Fixed an issue that the camera is now moving when the vehicle moves.
- Fixed an issue that when reloads the gun, changes the camera view.
DevDiary 24
It has been a week passed, and the weather seems superior, along with vigorous sunshine. According to the recent schedules check, this week is as well expected to carry out many different improvements and developments. Especially, as we discussed internally last week, new additional contents update will happen soon. We will try to grab a chance to announce regarding this sometime this week through DevDiary. Other than that, there are plenty of works to be scheduled. Especially, when a player stays in the termination zone, the gas filtered gauge is an esteemed item from freeing your death. The using of the gas mask is not the entire solution, however, gives some time to survive. The gas mask's effect is newly added and will be able to see it when the filter gauge is reducing. And a part of UI/HUD has been looked unpleasantly, that we made a quick revision on those.
Have you noticed your starting location in the game? Yes, it's the port area where you get to prepare to start the game, however, right now, we are working to create a new fancy, starting area which this hopefully attracts your attention. Since we do updates on DevDiary every day, we might do to give you information soon.
Tomorrow, we will come back with more news to update, until then hope you to have fun in DEATH FIELD.
Development
- Death camera (The camera used for when a character dies) is improved.
- New assets creation work, necessary for a new starting location before the game.
- UI/HUD revision and bug fix work.
- Improvement work for the gas filter gauge.
- Fixed that the minimap is not functional in the certain resolutions.
DevDiary 23
In today's DevDiary, let's start off talking about the development first.
What we can say at this point is that there will be an immense change. Of course, the reason we ended up on the decision, is because of our beloved consumers.
Ultimately, we are happy across the board after the decision.
And After all these changes to the game, we'd like to see every single player being happy.
The most known issue at the time was game loading related. Until you reach the gameplay, takes a long loading, and disk I/O issue when running around with a character, are critically affecting the gameplay. However, these are all improved on the latest update. Other than that, getting on the chopper presentation has drastically been improved. If you ask our players, what is the most exciting moment of gameplay in DEATH FIELD? A lot of them says, the battle at the end to hop on the chopper. We've implemented many players feedback regards to the change, to give more entertain, and to give higher excitement.
When the chopper reaches the destination area, the safety boundary would be recognizable easily. According to the future update references, there seem to be more additional exciting contents coming up, along with continuous improvements and fixes.
We will promise and continue to deliver a quick and an accurate DevDiary as always to keep your interest in touch.
Development
- A new spawning area addition.
- A new building and structures size setting.
- New assets work, for a new start location in the game.
- AR normalization work and exclusive rail addition.
- Pistol animation development.
- Region UI addition in the lobby.
Implementation
- A new village assets development.
- The rescue chopper, presentation work
Maintenance Update for May 11th
Hello Survivors,
We are Red Whale Games.
We would like to start off things to talk about in today's update is one of the most known issue, the loading related. After long hours of discussion internally, we have set a couple of things remarked as the most important issue to fix.
One of a thing to talk about is when a player enters the game, and until they reach out to actual gameplay, takes pretty long loading, and when running around with a character, there was an issue with disk I/O.
And we precisely did put effort into this to reduce issues.
Now it's been a week after the game launch.
There are certain parts, or maybe numerously that is lacking in overall gameplay. We will step forward further, to not disappoint our players anymore. We will make sure to make a better game.
Please check out details on the change in this update.
[Loading]
- Drastically reduced loading time when entering the game.
- Drastically reduced some lag issue when transferring by a vehicle or a running with a character.
- Drastically improved from frame drops and will be able to stay with a stable frame.
- A dedicated server loading time is improved when starting the game.
[Improvements]
- Guns recoil, has been improved.
- Supports all types of resolution (Can be enabled full screen by tabbing Alt + Enter)
- Scale curve revision for UI and DPI.
- Distance calculation revision for tree LOD.
- An odd-looking corrupted area is improved, from seeing in a long distance.
- Can't get on the vehicle in warmup.
- A shaky motion fixed when instantly changes the direction of movement.
- When escaping through the chopper, the safety area is visually improved to recognize easy.
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 / Fri, May 11, 12:00am ~ 1:00am
CEST / Fri, May 11, 9:00am ~ 10:00am
KST / Fri, May 11, 4:00pm ~ 5:00pm
Thank you for your patience and support.
DevDiary 22
Yesterday, we revealed the Steam review which has been evaluated by players. It was a moment for us to feel ashamed, but at the same time, we were able to grab an opportunity for looking everything back over again. Currently, we are spending the most of our time into reviewing everyone's feedback and getting prepared for the roadmap and further updates along with the piled lists. We are expecting this would be finishing shortly and be announced to you soon.
Today has been a long day for us, especially the level related task is the biggest that needs to finish now. Since we got lots to talk about the level, so here we start.
First work is the level to enhance graphics of disaster-related according to regional traditions. Along with this idea followed, we will implement more themes of the event in each district as well. Because as you know, the most of in each area were bored to explore. So, our mission is to make the place (environment) more entertaining to explore and ensuring to deliver a fun battling experience. Also, everyone pretty much knows it was a far to run to the place to place, for items grinding.
To reduce your time on a long item grinding, we will additionally position structures, place to place. Within a couple of footsteps of a run, you would find a place to pick up your stuff.
Since this level work has just started, we will assure to let you know more information about this, whenever the DevDiary update.
Again, please support us as always, and let’s make sure to catch up more things in advance at the next DevDiary.
Development
- Pistol dummy asset registration.
- Pistol animation development.
- Hawaii village asset development.
- Showing the polluted region, more realistically along with volcanic ash.
- A new building size setting.
- A new spawning area addition.
- Seaside terrain change and arranging buildings.
- Primary stronghold city addition in the seaside area.
- Volcano theme addition work.
- Volcano map development.
- The vehicle collision revision work.
- The school bus's basic mesh and texture registration.
- Guns recoil revision work.