So it's been a long while since my last community update, however development work has continued on GB. At the moment we are in closed beta testing, with a group of testers from the GB Discord server.
The beta testers have been testing the new player home area and improved VR interactions systems. Along with the various other new features and improvements that have been made to the game, since I took it of Steam and rebuilt everything from the ground up.
In case you missed it - here is a video preview from the end of 2022, that shows off the current state of the game and demos the new VR interactions system. The plan for GB remains pretty much the same - continue development and implementation of new and improved features, until we get to a point where the beta testing group think the game is ready for release back into Early Access on Steam.
Main tasks remaining before relaunch.
V2 Paint System updates (in progress).
Actions Assistant improvements (in progress).
Basic director camera system.
Open World mode optimizations (in progress).
Creative mode implementation.
Performance optimizations.
Steam store / branding / marketing updates.
Realistically the remaining work listed above will take another 2-3 months to complete, test and finalize. However I remain committed to the project and am definitely planning to relaunch back onto Steam in 2023.
Once we get back onto Steam in Early Access - then work on the game will continue for another 1-2 years, or until the game is ready to go to a full release. One of the main features to be added later being multiplayer... it is coming!
V2 Paint System Updates
About two months ago, I made the decision to start work early on the V2 paint system. The V1 line drawing algorithm had a number of major setbacks and issues, plus it was not easy to extend or add new features.
So I've re-written the line drawing algorithm ready for the V2 paints system. The result is a much better spray line that looks more realistic and the spray caps dynamics are now starting to feel different per cap type, which is what we want.
I've also added some new paint features, such as spray mist droplets, which surround the line as you spray. Along with splatters, which are random bits of paint that can sometimes happen. These new settings are all configurable from the paint system settings.
Additionally the undo system has been completely re-written and is now much better and more reliable. You can also configure the number of undo / redo steps to a maximum of 10 steps, via the game settings.
See the new V2 line drawing algorithm (WIP) in action, via the video embedded below. Worth noting, that the V2 line algorithm is not yet final, however it's already a BIG improvement on the V1, and a really solid base / starting point that we can build on, and add more features to in the future.
New TV Main Menu System
The new main menu system is available on a large curved TV screen that is in the player home. You can pick a remote control from the table and manage all the Open World game instances, Creative Sessions and Settings etc.
This new menu is much easier to use, and I'll be adding more features to it in the future.
See a preview of the new TV Main Menu System, via the video embedded below.
Community
As always - you can interact with us via the Steam community features. We do read all posts, and reply where and when it makes sense.
The Graffiti Bombing group on Discord is open. So you can jump on there if you want to speak with the development team directly, or meet other potential players and graffiti artists.
We'll also be taking more beta testers as we get closer to launch... so be sure to join the GB Discord server, if you'd like a chance of getting into the game early before relaunch!
Since the last update I've been head-down working hard on the road-map. Overall making good progress and really happy with how things are shaping up. Although some features are taking a bit longer to develop than expected, due to additional code complexity and a strong desire to make the VR interactions reliable and a more enjoyable experience.
Hopefully the wait will be worth it! Read on to get more details on the progress, including a few exciting new features coming to GB in 2022!!
Image above - improved quick color panels for paint tools.
Road-map Progress Update
Completed quite a few of the items that were listed in the previous community update, also have added a few new things that were unplanned at that time, but required as I discovered along the way.
The following items are now mostly complete, or at least working in a fairly usable state.
Completely new VR system, for more immersive movement and interactions.
Reworking the player models hand system, re-rigged and improved physics.
Interactive objects support multiple grab points and full gravity grab action.
Re-working paint tools like the paint roller to be more user friendly, less glitchy.
New inventory system will let you store a lot more objects, and easier to use.
New interactable objects to stack and climb, also ladders and platforms.
Integrate new / URP render pipeline to improve performance and customization.
Rebuild paint surface shaders and integrate system for new render pipeline.
New lighting system for more physically correct baked lighting with specular.
Relighting all current scenes for the new lighting and rendering pipeline.
Day / night improvements with new environment FX and street lamps etc. at night.
New terrain vegetation rendering system, for better quality / performance.
New player home area, first version that will be improved / added to over time.
Note: these features are not yet publicly available, there will be an official launch announcement!
Video Updates
See the videos below that demonstrate some of the new features and improvements. You can also see these videos and more on the GB YouTube channel. Subscribe for new videos coming each month!
Better Interactions and Physics!
Integrated a completely new physics based interactions system for 2022. Better physics and other features like different hand grab positions, climbing, gravity grab, and more realistic interactions with doors and other objects. Less glitching and more immersion!
Improved Spray Can Quick Color Panels!
Major improvements to the quick color panels. You can now grab and re-arrange them next to where you are spraying or painting. Also can have multiple panels open at the same time, which makes for a better workflow when working on a big piece!
Player Home MP3 Jukebox!
Created an interactive MP3 jukebox for the player home area. You can add the music files to a specified local folder, edit the playlist text file and then it will get automatically loaded next time the game starts. Customize your favorite playlists to listen to while you paint!
New Backpack Inventory!
The new backpack inventory is a big improvement - it looks better, is easier to use, and you can stash more items than before. Plus you can also stash items whilst wearing it, by dropping them into the backpack over your shoulder!
New Climbable Objects System!
Adding a new climbable objects system - a simple inventory belt on the player for stashing spray cans. A way to resize bigger objects like ladders and platforms, then stash them in your backpack. Take climbable objects with you when you paint. Arrange them, lock them and then climb up to reach those high spots more easily!
Improved Paint Roller and New Marker Pen!
Much better physics and interactions makes the paint roller feel great, no more glitching out and it's quite fun to use! The new marker pen also feels pretty nice to use, and this is an early version... so more updates, pen and tip variations coming in the future!
Day and Night Improvements with Weather Systems!
First test of day / night cycle with some simple weather patterns. Stuff gets wet too!
What's Being Worked On Now?
At the moment I'm currently working on the following items, which should be completed in the next 1-2 months, all being well.
New menu system for game setup, quality and other settings.
New ways to play the game, open world roaming vs. single level painting.
Various minor bugs and improvements gathered from the playtest feedback.
End to end testing of all game systems, balancing and improvements.
Open world level optimization and level streaming finalization.
Preparing game build for private beta testing (more details coming later on this).
After the above items are done and tested - I'll be looking to publish an updated playtest on Steam and then will start getting ready for releasing GB back into Early Access.
There will of course be more challenges to overcome along the way. However I hope you can see that some good progress has been made since the last update, and we really are getting closer to a public release later in 2022!
Community
As always - you can interact with us via the Steam community features. We do read all posts, and reply where and when it makes sense.
The Graffiti Bombing group on Discord is also open. So you can jump on there if you want to speak with the development team directly, or meet other potential players and graffiti artists.
If you joined the GB playtest on Steam - I hope you've been having fun, and are enjoying the improved experience and paint system updates. It's been great to see some of your cool graffiti creations and gather valuable player feedback via the GB Discord server.
The playtest is still open - so if you haven't already joined and would like to give it a try, you can sign-up from the GB Steam store page and start playing right away. The current playtest version is the fully unlocked experience, as it is right now. So it's a good opportunity to try out the game and get up in VR for free!
Why so quiet, what's been going on?
Yes, it's been a long while since I posted any updates to Steam, however work still continues on the game. Getting GB back into playtest in 2021 took a lot more effort than expected, including some major updates that we had to do to the V1 paint system.
That said, I think it was worth it. Feedback on the improved V1 paint system has been really positive overall. Performance-wise it's a big improvement and it's now possible to paint lag free mostly, even on lower end rigs that could not handle the game before.
However- even though the current GB playtest experience is much better, I still feel the game is not ready for releasing back into Early Access (EA). So my current plan is to leave the playtest open, until I get the game into a more solid state, one that is ready to release back onto Steam EA.
Image above - new player home entrance through the sewers.
Development road-map for 2022
I've been gathering player feedback on the playtest, adding items to a list for development. There are also some major updates of my own in the works, that I think will make a big difference to the overall experience, making it more stable and fun in VR.
Here is a list of what's being worked on right now:
Completely new VR system, for more immersive movement and interactions.
Reworking the player models hand system, re-rigged and improved physics.
Interactive objects support multiple grab points and full gravity grab action.
Re-working paint tools like the paint roller to be more user friendly, less glitchy.
New inventory system will let you store a lot more objects, and easier to use.
New interactable objects to stack and climb, also ladders and platforms.
Integrate new / URP render pipeline to improve performance and customization.
Rebuild paint surface shaders and integrate system for new render pipeline.
New lighting system for more physically correct baked lighting with specular.
Relighting all scenes, plus making the terrain lighting mixed for better performance.
Day / night improvements with new environment FX and street lamps etc. at night.
New terrain vegetation rendering system, for better quality / performance.
New player home area, first version that will be improved / added to over time.
New menu system for game setup, quality and other settings.
New ways to play the game, open world roaming vs. single level painting.
Various minor bugs and improvements gathered from the playtest feedback.
Wow, there is a lot there! Yes there is - but the good news is that it's all doable, and that work actually started in November last year. So I've already completed some items from the list above, and am making good progress on the others.
These updates will roll out incrementally over the next 3-6 months, as there is a lot of changes happening. So it will likely be released on an experimental Steam branch to start with.
So this is why I'm now starting to update the Steam community again, and will be posting development updates on a monthly basis going forward. To keep you all updated on progress, as we get closer to releasing a new playtest version.
Also - depending how things go I may also start to record some development videos, to give previews and sneak peaks on the new features and updates as they get closer to completion. More info coming on this soon!
Image above - new player home area! (WIP)
Social Channel Changes
The Graffiti Bombing presence on Twitter has been quiet for some time now. Previously I was posting updates on the Urban Weaponry account. However moving forward, I'll be switching to use a dedicated Twitter account for Graffiti Bombing, which you can find @ user GB_Wildstyle.
Community
As always - you can interact with us via the Steam community features. We do read all posts, and reply where and when it makes sense.
The Graffiti Bombing group on Discord is also open. So you can jump on there if you want to speak with the development team directly, or meet other potential players and graffiti artists.
We launched into Early Access around 10 days ago, and considering we'd been in beta for a few months before that, I'd hoped the launch would go fairly smoothly. However to be honest that's not the case, as you'll notice from the mixed reviews we received on Steam since launch.
That's OK though, we live and learn... and sometimes you don't always succeed the first time! So yesterday after careful consideration, I made the decision to take Graffiti Bombing off public sale and disable downloads.
I did this to give myself time to consider all the feedback received so far, make a plan to improve the experience, address bugs and handle the performance issues. At the same time we plan to put in place additional systems and optimizations, to handle cases where people with lower-end, below minimum spec systems (i.e. a potato) try to play.
What is Graffiti Bombing?
To be 100% clear we're not trying to be a clone, or a copy of something else... we're looking to cut our own groove, and do things a bit differently. Yeah of course we're doing graffiti, however in the longer-term we are planning to offer something more, that is a bit unique.
The goal is to make an immersive, open-ended, free roaming graffiti experience, with a more physically correct paint system and tools, an experience that performs well across most high-end VR devices and decent computer setups.
Creating such an experience in VR is definitely a challenge, no doubt about that. However, even after the rocky start of the last week or so, we still think it's possible.
Image above - nearby Paint Zones highlighted in the train yard start area, FX changing in V2!
Early Access development road-map for 2020-2021
At this point we think it makes sense to openly share our plans for the first year of Early Access on Steam. There is a short-term and longer-term plan for development, which I'll outline below.
In the short-term - we intend to address as many of the launch issues we've seen, and get the project to a better place where we can relaunch and open things back up to the players. How long this will take is not clear right now, although I'd estimate 2-3 months, maybe even more depending how things go.
The longer term plans are more interesting - as they involve the new V2 paint system, along with a bunch of other new features and improvements that will really start to take the project forward. You can review a development road-map diagram below to see more details.
Click on the image above to see a full-sized version.
What's next?
We'll be moving back into development on the items outlined in the diagram above. So things may get bit quiet around here, however I'll keep posting community updates, and we'll start sharing more details on the new V2 paint system soon as well.
If you already downloaded or purchased Graffiti Bombing DLC, don't worry we are not deserting you! As we complete works on bug fixes, improvements and changes we'll be releasing interim patch updates, initially through the private beta channel on Discord.
If you are an All City Edition DLC player and not already on Discord, please join and hit me up on there. Then I'll give you a unique Discord role and invite you to the beta channels.
Community
As always - you can interact with us via the Steam community features. We do read all posts, and reply where and when it makes sense.
The Graffiti Bombing group on Discord, continues to grow. So you can jump on there if you want to speak with the development team directly, or meet other potential players and graffiti artists.