Decimated cover
Decimated screenshot
Genre: Shooter, Role-playing (RPG), Tactical, Indie

Decimated

Decimated Dev Blog #6

Hello and welcome to the sixth edition of Decimated development blog!

Game World & Gameplay



Starting with game world & gameplay, one of the major changes we have made is the addition of visual effects when driving vehicles. Players will now experience camera shake, a change in the field of view, and distortion lens effects as they traverse the game world in their vehicles. We have also added the ability for players to switch between camera views while driving, giving them more control over their gameplay experience.

In addition to these changes, we have implemented a number of debug abilities that allow developers to easily access information about the character's coordinates, control the camera, and even teleport around the game world. These features will be especially useful for testing and debugging purposes.

We have also been working on the inventory system, implementing its basic mechanics and architecture. Players will now be able to collect and carry items with them as they explore the game world.

In terms of visual improvements, we have enhanced the projectile VFX and improved the character health and respawn logic. We have also added new crouch animations for characters, making their movements more realistic and immersive.

Finally, we have fixed a number of issues related to in-game interactions and character unarmed states, ensuring a smooth and seamless gameplay experience.

Vehicles



Moving onto vehicles, our development team has created the Vehicle Concept Art Bible. This comprehensive document will serve as a reference guide for the design and aesthetics of all the vehicles in our game.

In addition to the Concept Art Bible, we have also created more shared models that can be customized and used for a variety of purposes. This will give players greater flexibility and creativity when designing and customizing their vehicles.

We have also made improvements to the skeleton and skeletal mesh of our vehicles, ensuring that they are more realistic and lifelike in the game world.







Characters



The Characters department has been busy working on various tasks lately. They recently finished a new set of generic outfits for both male and female characters, which are sure to add some fresh and stylish options to the game.

Additionally, they have finalized the concept designs for AI robots heads, which promises to introduce a new and exciting dimension to the game's character lineup.

If that wasn't enough, the team has also started working on a new casual outfit that will provide players with a comfortable and laid-back wardrobe option for their characters.









Apartments



When it comes to apartments, we have created modular Sci-Fi style and parametric container models that can be procedurally generated in Houdini. We have also created more props such as stairs, paths, railings, windows, and balconies to add more depth and detail to the apartments.

In terms of user experience, we have made improvements across categories and navigation, as well as object placement. Now, when players move around the apartments, they will feel smoother and more sophisticated thanks to interpolation and improved camera controls.



Thank you for following our development updates. Stay tuned for more news and updates in the future.

Make sure to share your thoughts on our discord server!

Decimated Dev Blog #5

Welcome to the 5th edition of development blog updates. Make yourself comfortable and let’s get into it!

We're excited to announce that we've added many new features and upgrades to our gameplay & world.

With this update, you can now interact with objects (vehicles, elevators, etc.), auto-run, sign up / sign in, and perform a number of other actions such as dropping and holstering weapons. In addition, we have enhanced the driving mechanics of vehicles, and also added a new in-game cursor and more blockout areas.

We’ve also improved the character's rigid body, gamepad controller support, and lighting across a number of locations, and tweaked the character’s walking & running speed as per our community recommendation.





We’re making lots of progress on vehicles! We created some concept art, final meshes, and textures for rims and off-road tires.













As you know, we are working very hard to create lots of new character concept art, the ones we were able to complete recently are the final meshes for Mechanic and Marauder. We’ve also created concept art for AI enemies & robots.

Here are a couple of images for your eyes only:





















Our Apartment Customization update includes several behind-the-scenes improvements and lots of UI tweaks. Most notable is the added grid snapping in the widget customization window, as well as on the main screen when placing objects. There are also some new features like auto mouse detection for next objects placement, that make it easier to place items.

We have also made several improvements to the apartment selection process. You can now select an apartment from a list of available units, and select which building you'd like to view in more detail.

In addition, we have added camera movement controls so that you can move between buildings, zoom during navigation, and more. Apartments properties such as price, room count, room types, and availability status have been added. Areas can also be linked to buildings for easier navigation.









That’s it for the 5th edition of development news, thank you for your time.

Stay tuned for more, and make sure to share your thoughts on our Discord server!

Decimated Dev Blog #4

Hello, Decimators!

We are here with another development progress report, so please sit back and enjoy.

As usual, several locations in the game world have been upgraded with new assets, materials, textures, and lighting. Our team is also continuing to optimize performance, and some collision issues have been resolved.









The game play aspects received multiple new features and tweaks. First up, we added new weaponry, along with corresponding mechanics, visual and audio effects, and user interface elements. The game now supports controllers and has more extensive input options including mouse sensitivity, keyboard bindings, and so on.

We've also introduced a configurable deathmatch mode, which comes with team and scoreboard integrations. Following that, we added the death and spawn systems, as well as accompanying animations. And finally, the ability to walk has been included to expand the characters' mobility.

The character customization system now supports the ability to customize scalp hair, stubble, and facial features. New skin color materials and eye patterns were added, as well as a range of performance optimizations. The concept artwork has been expanded with a fresh set of new characters and character details.







We initiated further research to support the development of the apartments system. Currently, we are investigating procedural apartment generation in Houdini, along with improved grid snapping techniques. We were able to implement a new grid snapping algorithm and auto detection for object placement as a result of some of these efforts.





The vehicle system now supports basic acceleration and braking controls. And new models were added for a variety of vehicles, this includes a rims pack complete with meshes and textures. We also investigated and established requirements for vehicle interior development, and produced more concept art for new vehicle classes, rims, tires, headlights, and more!





The game has gone through another round of bug fixes and minor improvements, and we can't wait to share more news with you next time!

Until then, thank you for your continued support of Decimated, and please feel free to visit our Discord server and share your feedback.

Decimated Dev Blog #3

Welcome to another development update, Decimators!

This one will commence with exciting game world changes. We added sky and weather effects, as well as new post-processing techniques and workflow. In addition, several optimizations were applied that should improve performance. And to enhance smaller areas, the lighting has been reworked. We're still fine-tuning the world's details by adding new assets, materials, textures, and lighting, and multiple locations have seen these improvements in the recent weeks.









The characters now have updated shaders and materials, as well as high- and low-poly models. On the customization front, we added the ability to use a decal system to customize symbols on character costumes. Moreover, our artists worked tirelessly to develop new concept art for additional characters, outfits, and helmets, as seen below.





The apartments system has been upgraded with the addition of new plant items, the ability to reset applied changes, and improved controls.





We explored suspension, engines, physical based materials, and aerodynamics as part of our ongoing work with vehicle systems research, and we also outlined vehicle branding and the technical requirements for vehicle decal system. To get things started, we created several high- and low-poly models for upcoming vehicles. And as usual, a few fresh pieces of concept art are included below:





We've resolved a variety of bugs across different parts of the game and initiated regular internal play testing to aid with bug hunting.

Our community team has been hard at work on our new knowledge base portal, which already includes over 30 articles! Check it out here: https://decimated.zendesk.com/hc/en-us

Stay tuned for more and let us know what you think via our Discord server!

Decimated Dev Blog #2

We're back with another roundup of development news. Remember to follow our Twitch channel for regular live streams and even more detailed updates!

New assets, materials, and textures have been added to the game world across several locations. Additionally, environment assets have been optimized to improve FPS and game stability. And on the gameplay front, we've introduced jetpacks and solved a number of inventory and game manager issues.

Following that, we started development on new characters, which includes the concept art seen below, as well as supporting work for character rigging and skin system.



The apartments feature has received a polishing pass for the items system. First and foremost, we've improved grid snapping and added smaller increments for item rotation mechanics. Input keys and bindings were also added, as well as texture categories. On top of that, we addressed issues with item duplication and wall rotation.

We are also continuing the vehicle system's research and development phase. We discussed and drafted the production pipeline, and defined vehicle tech requirements and limitations, which should streamline future development efforts. The concept of the vehicle customization system is also complete, and we can't wait to start making it a reality! For the time being, we're excited to share a few more vehicle concepts with you, this time showing several types of motorbikes:





The game engine has also undergone some backend work as well as interface fixes and improvements.

Stay tuned for more, and share your thoughts on our Discord server!

Decimated Dev News #2

We're back with another roundup of development news. Remember to follow our Twitch channel for regular live streams and even more detailed updates!

New assets, materials, and textures have been added to the game world across several locations. Additionally, environment assets have been optimized to improve FPS and game stability. And on the gameplay front, we've introduced jetpacks and solved a number of inventory and game manager issues.

Following that, we started development on new characters, which includes the concept art seen below, as well as supporting work for character rigging and skin system.



The apartments feature has received a polishing pass for the items system. First and foremost, we've improved grid snapping and added smaller increments for item rotation mechanics. Input keys and bindings were also added, as well as texture categories. On top of that, we addressed issues with item duplication and wall rotation.

We are also continuing the vehicle system's research and development phase. We discussed and drafted the production pipeline, and defined vehicle tech requirements and limitations, which should streamline future development efforts. The concept of the vehicle customization system is also complete, and we can't wait to start making it a reality! For the time being, we're excited to share a few more vehicle concepts with you, this time showing several types of motorbikes:





The game engine has also undergone some backend work as well as interface fixes and improvements.

Stay tuned for more, and share your thoughts on our Discord server!

Decimated Dev News #1

Welcome to our first development blog about Decimated!

With our team rapidly growing and the game entering full scale production, we wanted to start bringing you regular written updates in addition to our weekly live streams. If you haven't yet − you can follow us on Twitch for the latest news and information.

We’ve been hard at work developing new features and resolving known issues with the game world and play mechanics. To begin, we expanded on the shooting components of Decimated by adding new weapon slots with slot switching functionality, as well as hitscan mechanics and additional animations for weapons, characters, moving targets, and camera shake. To polish that off, we resolved issues with weapon firing, camera distance, and replication. The foundational implementation of the user interface has also been completed.





The character system has been refined even further with the addition of morph targets for facial customization, several ethnic types, and solutions for subsurface scattering issues.



The development of the apartments system has begun with the introduction of an object library with a search menu, which enables organization through a system of categories and subcategories. The library has a number of interactive and dynamic elements already, such as electronics and lights.

The new object placement system for apartments comes with rotation, spawning, and removal functions, as well as some reasonable constraints and rules for item placement. To help with placement guiding, ghost mesh visualization has been implemented. Players will be able to navigate the apartment in either first- or third-person mode.

The vehicles are being rebuilt from the ground up, and we have just begun research on vehicle physics, dynamics, and customization systems to assist future development. Meanwhile, have a look at the concept art below for a couple pick-up truck types we want to introduce in the future:





We've also made improvements to the game's backend, created internal tools for game designers, and started working on the DIO vesting and staking portal.

That’s all we have for now! Let us know what you think via our official Discord server, and don’t forget to follow us on social media to stay up to date!

Decimated Development News #1

Welcome to our first development blog about Decimated!

With our team rapidly growing and the game entering full scale production, we wanted to start bringing you regular written updates in addition to our weekly live streams. If you haven't yet − you can follow us on Twitch for the latest news and information.

We’ve been hard at work developing new features and resolving known issues with the game world and play mechanics. To begin, we expanded on the shooting components of Decimated by adding new weapon slots with slot switching functionality, as well as hitscan mechanics and additional animations for weapons, characters, moving targets, and camera shake. To polish that off, we resolved issues with weapon firing, camera distance, and replication. The foundational implementation of the user interface has also been completed.





The character system has been refined even further with the addition of morph targets for facial customization, several ethnic types, and solutions for subsurface scattering issues.



The development of the apartments system has begun with the introduction of an object library with a search menu, which enables organization through a system of categories and subcategories. The library has a number of interactive and dynamic elements already, such as electronics and lights.

The new object placement system for apartments comes with rotation, spawning, and removal functions, as well as some reasonable constraints and rules for item placement. To help with placement guiding, ghost mesh visualization has been implemented. Players will be able to navigate the apartment in either first- or third-person mode.

The vehicles are being rebuilt from the ground up, and we have just begun research on vehicle physics, dynamics, and customization systems to assist future development. Meanwhile, have a look at the concept art below for a couple pick-up truck types we want to introduce in the future:





We've also made improvements to the game's backend, created internal tools for game designers, and started working on the DIO vesting and staking portal.

That’s all we have for now! Let us know what you think via our official Discord server, and don’t forget to follow us on social media to stay up to date!

Decimated Dev Blog#1

Character Editor:



  • Morph targets for face customization; caucasian, asian and afro characters.
  • Fixing Subsurface Scattering issues.


Apartment System:



  • initial demo of objects placement
  • basic third-person template with a switch between FP and TP cameras
  • spawn / remove / rotate objects anywhere
  • ghost mesh as a guide to help visualize the result
  • mouse wheel to explore the different objects we can spawn
  • menu system to search for objects
  • Intuitive system to be easily used by a designer, adding an object is very easy by adding a row in the Data Table.
  • Placing objects should only be possible in areas considered possible for spawning (example an item can only be spawned on the roof).
  • interactable objects such as lights and electronics
  • adding more customization to the system such as changing material


Weapons System:



  • weapon refactoring
  • separate logic for firing weapon
  • hitscan mechanics
  • revive functionality & timers
  • implementation of UI
  • flying enemy drone
  • bug fixes with character camera


Combat System:



  • logic for character hit damage
  • animation for the character
  • drones for shooting
  • animation for moving targets
  • tutorial-level planning


Inventory:



  • weapon slots
  • draft for UI
  • pick up the item, displays in small UI widget
  • data assets (icons, name, etc)
  • switching between slots mechanics
  • switching between active inventory slots
  • replication fixes


Camera:



  • camera distance problem
  • camera shake mechanics
  • camera offset function with camera recoil


Vehicle system:



  • physics works correctly with more vehicle pieces
  • adapting to another vehicle to test different parts with wheels
  • implementation of physics of vehicle system
  • advanced suspension
  • working with minor glitches


Animation:



  • shotgun animation
  • weapon structure
  • weapon animation


Back-end:



  • jenkins fixed
  • playfab initial setup