Introduction Hello, friends! Our work on the Project Genom continues. Today we have good news for all the players. During the upcoming week, we plan to transfer the PTS version of the game to a separate branch of the main servers. We do this to ensure that the project’s PTS version will be smoothly moved to the main servers and the main branch. Everything will be set up exactly as the test servers before: all players with access to Project Genom will be able to enter a parallel branch in Steam using the following password: privatetestserver. No website registrations, additional marks to check, authorizations, phone calls and messages. Anyone who wants to see the PTS version in its current form will be able to give it a try in the coming days.
We will certainly notify you once the parallel server branch is open.
Software At the moment, our priority is to prepare the project and transfer it to the main servers. As part of this task, our team continues to expand all the quest-related features, adjust the in-game balance and fix all found bugs.
We also have good news for all players who’ve been waiting for the French localization: more than 71% of the game texts have been already translated into French. Our good friend and constant project supporter Yury Kirylka also known as Yukinochi, helps us with this strenuous task. We express our special gratitude for such help and contribution to the overall development. Thank you!
In addition, this week we've:
Fixed a bug with the character transportation system the open world.
Fixed a loading bug with the Digger Cave dungeon.
Added new NPCs into the Ark and the open world.
Fixed bugs with quest objects in the open world.
Fixed a bug with triggering the quest "Operation Scarab" in the cave.
Fixed a bug with the drone launch in the quest "Cartographic Probing".
Fixed a bug with missing NPCs in the open world.
Fixed a bug with missing Ammo Boxes in the open world.
Optimized the database queries.
Added new mobs and lairs.
Added different LOD layers in the open world.
Added additional passages leading in and out of the Digger Cave dungeon.
Fixed and balanced the chance of shells being dropped by Acid Diggers.
Fixed aiming on Digger eggs.
Added new Ammo Boxes in locations "Digger Cave" and "Camp by the Cave".
Fixed the marker of the stage "Go Deep Down into the Cave" in the quest "Operation Scarab".
Fixed a bug with the starting text in the quest "Operation Scarab".
Fixed dialogue with Diego in the quest "A Promenade" (ex. A Walk, will be renamed in future updates).
Fixed the tags in the quest "Cartographic Probing".
Fixed errors with the navigation mesh in the world.
Fixed the disappearance of signatures after a conversation with Violette related to the quest "A Favor".
Added the beginning of the main story’s Second Chapter.
Fixed a bug when the player leaves the passage to the lower floors of the "Digger Cave" dungeon while doing the quest.
Fixed a bug with the player’s resurrection in the Digger Cave dungeon.
Fixed a bug with quests localization updates when switching languages.
Fixed a bug with player’s interaction with lairs.
Fixed a bug with the armor layering when a player removes it using the context menu.
Fixed a bug with the Credits being cloned when trading.
Fixed a bug with the armor models disappearing during transitions.
Fixed a bug with the light in the Ark.
Fixed a bug with the entrance to the Dump.
Fixed a bug with saving the researched objects’ data (Eyes) in the database.
World Last week our team has successfully implemented the updated world map.
We’ve also set up the landscape LODs and added them into the game.
Last week we started working on the 3D maps for different dungeons. So far, our team has created maps for the Digger Cave, the Dump, and the Infected Hive.
Enemies All animations for the Slider mobs are now complete.
Conclusion The past week was productive and the development progress has been positive so far. Finally, we came close to updating the main servers — an event we’ve been waiting for more than a year due to the complete and revision of the project. Further development of the game will be entirely aimed at expanding the gaming capabilities so that in the shortest time possible, Project Genom could enter the Beta phase and become a full-fledged MMORPG.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hello, friends! Game development continues and starting this week we begin the last stage of preparations before we transfer the PTS version to the main servers. We still need to add some quests, refine balance aspects based on the new version's features, as well as conduct a number of important tests. We hope there will be no complications at the testing stage and all players will finally be able to update the game in the nearest future.
Software Last week we finished the stage of active network testing after fixing the critical error we had mentioned in our previous report. The database module has been rewritten, and to date, there have been no server or database crashes after many hours of continuous play and thousands of transfers between servers, so we can announce that this complex problem has been successfully resolved.
Another aspect of our current work is adding and configuring all major quests in the updated in-game world. Adding quests is a complex task, as we need to add all necessary NPCs, set up dialogs, adjust stages for all dialogues and quests, add tags on the map and in the world, add task areas and triggers, display all stages in the journal, set up rewards and balance, add opponents and loot and so on. It is also worth mentioning that the vast majority of quests have been revised, improved or completely rewritten, and it should make the PvE gaming component much more interesting.
World Last week we took the first steps in transferring all additional locations (dungeons) to the in-game world. Our team should add and configure all locations and also create 3D maps of these areas, in addition to the optimization process. A certain amount of work is also done on adding vegetation to the landscape LODs, as well as integrating LODs into the game.
Enemies Almost all animations for the Slider mobs are complete.
We’ve almost finished creating the high-poly Slider Larvae models.
Conclusion The project is approaching the final stage of the current PTS testing, and that is the main servers update. Once we do the update, the PTS servers will be used by a number of testers and for internal development processes, while the main game servers will be steadily updated, thus announcing that the early Alpha phase is completely over and bringing the project closer to the next stage.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hi friends! As we move towards our goals and are deeply engaged in developing Project Genom, here’s another traditional weekly report on the work done over the last week.
Software This week, testers found a critical bug that caused the servers to fall. It was found by accident, and it seemed there was no pattern at first. We released constant daily updates tormenting even our most stubborn testers, and we’re extremely grateful for their commitment. We even had to create and use simple bots to detect the problem without uploading the build every 10 minutes. Our team has identified the cause of this bug and majorly refined how the client's communication system connects to the database to eliminate it. We still need some time for testing, but let's hope that this unpleasant problem is eliminated for good and the connection speed has increased.
In addition to fighting against bugs and flaws, this week we’ve completed and set up the Brawler mobs. Soon we will add them to the in-game world, where they will hurl giant rocks, run at players head-straight and hammer them with their strong paws as a real brawler should.
World Our team has the updated map and finished working on the LODs for the in-game world. There has been a little problem with the previous LODs as testers reported on holes visible under certain conditions. We have reworked all the areas and, in fact, created a new map and new LODs from scratch. While working on this task we’ve also modified the map’s material. There is still a lot of vegetation to be created for the final map and LODs but fortunately, this task is no longer a priority.
Enemies This week, our team engaged in creating animations for Slider mobs. Sliders will be a special new kind of flying mobs. Earlier mechanics included pivoting but now we’re working on a separate and more complex system for flying mobs. This system which will allow us to use higher quality and more elaborated animations without any restrictions. Thus, mobs will fly at any altitude, soar up, pivot down, etc.
This week, we’ve created all high-poly Slider Larvae models and started working on the low-polygon game models.
Conclusion It has been a week of hard and rather stressful work for developers and testers, and we’d like to express our gratitude to everyone working for the project. Such critical errors as the one we described in the first paragraph of this report are rare but when they arise it’s always when they’re least expected.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Greetings, friends! The Project Genom development goes on and here’s another traditional weekly report on the work done over the last week.
Software Our team had added the assault rifles and last week we spent some time fixing the flaws appeared in this regard. In addition to bugs with the assault rifle system, we fixed some errors with the pistols that were directly related to the major weapon system. We also found some flaws in the character system, ammo boxes, sounds and network because they were somehow connected to the assault rifles. Most of the errors, including minor visual defects, are already eliminated (about 30 bugs from minor to major).
This week, we’ve fixed a major bug with the level loading at transition points when the character was simply hanging in empty space.
We’ve fixed how physical materials function when they are hit by weapons.
In addition to some chat improvements, we’ve added the ban system as well as chat assistants and moderators.
Our team has added the fast travel function. You can quickly travel to certain areas using the services provided by special non-player characters. Such NPCs will get you to the desired travel destination and take you back for a small fee.
We’d like to remind our readers that Weekly Newsletter reports shouldn’t be treated as the official Patch Notes. All of the mentioned features may be added to the PTS server now, but more often they’re added with the update after we publish the news. You can find current Patch Notes in the game’s main menu.
World The Ark entrance location is fully optimized. It will be uploaded to the PTS servers in the next updates which should significantly improve the performance of this area. It is important for this location is one of the most loaded in the game.
Due to some major changes in the open location, this week we’ll improve 3D map as well as the terrain LODs.
Enemies Our team decided to increase the number of Brawler mobs’ skills for the better balance and more diverse gameplay. In this regard, an additional large set of animations was created.
Last week we finished creating the low-poly models for the Sliders mobs.
We’ve started creating the high-poly Slider Larvae models.
Conclusion The development goes on, and fortunately, we have no incidents to report on. There are almost no major flaws or bugs as well. We’re almost ready for the main server update when we’ll replace the old game version with the updated one on the public servers.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hello friends! Our team is busy developing and improving Project Genom together with our testers. The past week of testing has shown great results. The servers, the network, and the database are stable. All critical bugs have been fixed and there are fewer substantial flaws. We continue to expand the gaming experience correcting bugs that occur and gradually prepare the game for the main servers’ update. And we continue sharing the information about the work we’ve done over the week.
We’d also like to inform all players that PTS servers will be disabled in the next few days in order to upload Preview 7, the newest PTS update.
Software This week we added the English localization which is important news for all our English-speaking players. The localization features all texts and a part of the voiceover. All players who wanted to test the updated PTS version but couldn’t do so because the game didn’t support English are most welcome on our servers after the next PTS update (Preview 7) is released.
Our team has added the assault rifles. We redesigned the old character controller that didn’t work with the updated network and adapted it. We ask all testers to test the assault rifles when the next update is out.
We’ve added the basic graphics settings that were one of the features most requested by our testers.
In addition, this week we've:
Fixed the item trading system.
Introduced the system of inventory slots being unlocked when spending different equipment points.
Implemented the system that allows throwing items away.
Fixed duplicate items in the database.
Implemented the context menu for items.
Fixed an error with the sale price in the tooltip being different from the actual one.
Fixed an error with the invalid tooltips for quest and items.
Added the item stacking system.
Fixed the system allowing the Diggers’ parts to be shot off.
Added the stack items splitting.
Fixed a bug with mobs spawning after the lair is restored on a timer.
Fixed a bug when the Spitter mobs attacked even after death.
Fixed a bug when actually stunned mobs were still moving.
Fixed a bug with the mob counter in the Lair.
Fixed a bug when the mob didn’t return to the Lair when its target was lost.
Fixed a bug with the idle animation being played even when the Digger mob was dead.
Fixed a bug with the final impulse being added to the mob’s body upon its death.
Fixed a bug with the shooting sound.
Restored the decals for various types of damage.
World Our work on the optimization of the Ark entrance is in its finalization stage. This week almost all structures and objects of the initial zone were optimized. There are a few tasks left concerning LODs and some textures; once done we’ll upload the updated version of the in-game world to the PTS servers for testing.
Enemies Our team has completed the set of animations for the Brawler mobs. All idles, skills, attacks, and movements are having corresponding animations that we’ve already set up. The next step is to implement all the technical features and add the animations to the project.
We’ve almost finished creating the low-poly models for the Sliders mobs. Now we need to add and adjust the fur cover.
This week, we’ve created concepts for expanding the types of Slider Larvae. Larvae live together with the adult species and therefore have the same visual characteristics.
Conclusion The project is gradually moving forward and the pace is most satisfactory. We hope that there won’t be any unforeseen complex bugs as we continue to expand the game mechanics and features and we’ll be able to update the main game servers. This event will finally please everyone who decided not to participate in the testing. And once again we want to express our sincere gratitude to the community of testers who scrutinized every Project Genom’s pixel finding bugs that simply cannot be.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hi, friends! Last week, the major update with all the game features changed and improved was uploaded to the PTS servers. Before we report on the work we’ve done over the week, we’d like to give you a brief summary of the first tests’ result.
Some of the most critical bugs were found on the very first testing day. These bugs were causing a few server crashes and led to information not being saved in the database on several occasions. All errors and issues were quickly fixed and dealt with, and at the moment we can say that the servers and the database are stable. This news is jolly good but the server load indication makes it even better as it has been reduced several times compared to the previous figures.
In addition to looking for critical bugs, our testers began bending and breaking the project in all possible directions and identified a number of less critical flaws that we’re gradually fixing. Despite this, the number of bugs and errors has significantly decreased. The pace at which the bugs are fixed has considerably increased thanks to a number of major code improvements. It allows us to start expanding the game's possibilities in the coming days without being distracted by permanent fixes.
In general, the updated PTS version launch may be considered a success. The project has advanced and we’re finally starting to expand the game, gradually preparing to transfer Project Genom to the main servers. Our near-term plans include fixing bugs, adding a number of quests, expanding available weapons, adding English localization and settings.
Software Our team focused on improving flaws and fixing bugs of the updated PTS version. This week we've:
Fixed server crashes.
Fixed database related errors.
Fixed the Node acquisition window (pop up menu appeared below the cursor).
Fixed the double reload.
Fixed the authorization service.
Fixed freezes when creating a character.
Fixed an issue with the merchant terminal freezing after pressing Esc button.
Fixed the level disappearing when getting past the intro.
Fixed an issue with ammo box disappearing during a seamless transition.
Fixed a bug when the ammo box progress bar fills up to 100% but doesn’t reset.
Fixed the chat formatting. A new text line now appears under the character’s name.
Fixed a bug with chat scrolling down automatically.
Fixed a bug with the equipment replacement if some item requirements aren’t reached.
Fixed a bug with the item icon disappearing if this item is dragged to be bought but there aren’t enough credits.
Implemented the Genom window opening by pressing C button.
Implemented the chat message limit — messages should be 300 characters long.
Fixed the Eyes being played twice if the interaction button is pressed quickly.
Fixed issues with the Missing Patients quest.
Fixed a bug with dialogue window freezing if a player speaks with an NPS and presses Esc button.
Fixed the level requirements for skills.
Fixed a bug with the Digger mob losing connection with a server when jumping.
Fixed a bug with the Digger Lairs functioning inappropriately.
Fixed how the mobs react upon receiving damage.
In addition to many fixes, we’ve also introduced the mechanics with experience points and credits that are now gained as rewards for completed quests.
Another addition is items being dropped by mobs.
World Our team continues optimizing the entrance to the Ark. In particular, this week we've optimized different building located in this area.
Enemies We’ve started creating animations for the Brawler mobs.
https://www.youtube.com/watch?v=--crg-08-EQ
This week, our team has finished creating high-poly models for the Slider mobs.
Conclusion The past week turned out to be rather tense but at the same time successful and extremely important for the project. The launch of the updated PTS version has determined the further development course for our game. At the moment, we can happily say that the game has successfully passed the initial testing and now enters the phase of updating and expanding mechanics to update the main server version as quickly as possible. To do so, we need to fix most of the flaws, expand the quest line up to a certain stage, add most of the enemies, weapons, and armors as well as the character progression system, not to mention the localization and setting. Probably, we may also have time to quickly add crafting and collecting systems, groups, dungeons, and bosses.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
UPD: At the moment, the game servers have been turned off for maintaince.
Weekly Newsletter
Introduction Hello, friends! Before we traditionally report on the work we’ve done over the last week, we’d like to mention that today we’ve got the PTS servers updated. This update is a major overhaul of the previous version. We’ve changed literally everything; therefore, literally, everything requires testing. Our testers spent a lot of time and gave us an exhaustive feedback on the previous PTS version. They encountered a wide variety of errors from minor visual flaws to critical game crashes. We took all information into account, did a lot of work, remastered the entire network part of the project, integrated a new database, added new mechanics and disabled some completely inoperative ones, got rid of all the old bugs and surely added new ones. We’d like to emphasize that this update is still an early alpha and a testing ground that lacks a lot of mechanics and may include critical errors. This update shouldn’t be seen as a reason for purchasing the game but as a reason for all who love testing to enter the PTS and help us fix all possible flaws. Once it is done, we'll upload this version to the main game servers. We thank you in advance!
We’d also like to mention that at the moment the current PTS version features no English localization. We apologize to our English-speaking players, for it’s very difficult to test the game in Russian. Localization is currently not available due to some technical issues as well as constant editing and proofreading that in-game texts go through as the fact that we’ve changed some features of the game. We’ll add the English localization for the PTS version as soon as possible.
Software This week our main focus was updating the PTS game version. The previous version was completely removed from the servers and replaced with a new one. As mentioned above, all aspects of the game that you have tested and mentioned in your excellent bug reports have been improved, worked on, modified or remade from scratch. In this regard, we ask everyone who wants to take part in the PTS testing to pay attention to all kinds of flaws.
We’ve launched the new authorization service. When you first start the game, you will see the window with two fields for the alternative name and password used in the game. Entering this data will allow you to access the project regardless of your Steam status. Even if the Steam service is unavailable for some reason, you will always have access to the game. Your game login and password can match your Steam login and password if it’s not already occupied by some other user, but we strongly advise you to create new login and password specially for the game and write it down somewhere in case you forget them. Alternative username and password that differ from the ones you use for your Steam account authorization reduce the risk of losing access to Steam accounts if the game servers ever get hacked.
This week we’ve added a new database which is integrated into the updated PTS version’s network and is designed to make the game more stable. When testing, please pay special attention to how items are saved and loaded, for example, picked up items shouldn’t disappear; items stored in inventory should work correctly, they shouldn’t change or be deleted from inventory when you close or open the Project or when the servers are switched.
Our team has completed work on the initial quests that weren’t present in the previous version. When testing quests, please pay attention to the dialogs; check if tags are displayed correctly both in the game world and on the map; tasks should be displayed in the game log and on the HUD located in the right part of your screen; all quest stages should work correctly and follow each other in logical order.
A special button that transfers your character to the Ark has been added to the main menu. It appears on the character selection stage and is a more efficient version of the /unstuck command that wasn’t helping and didn’t work if a player encountered some serious bug.
We’ve completed and set up the map for the open world.
The project’s damage reduction system has been changed and replaced by the health and shield reduction system.
At the moment, transport of all kinds was removed from the PTS game version due to total inoperability. Quad bike caused critical errors, behaved incorrectly and consequently got punished. Soon we plan to completely rewrite its logic for the network.
You may also notice that all non-player characters not related to the quests have disappeared. It’s not a bug. The optimization has led to some major changes to the NPC system. A little later we’ll add all non-player characters to make the environment more alive.
The testing arena has become unnecessary and was removed. At the moment, our project requires testing in conditions close to the real game ones, featuring the character progression system, quests, trading terminals, and opponents.
World Another aspect of our current work is optimization of the location with the entrance to the Ark. This week we’ve been optimizing a large number of small buildings as well the largest objects in the area — the wreckage of the Harbinger. Due to the Ark’s enormous size, debris and fragments are difficult to optimize without damaging their visual appearance. Our team has conducted several experiments, tried different approaches and decided to make four types of LODs with one baked material and create a special material with a unique texture for every LOD. This approach requires more video memory, but at the same time, it allows to significantly reduce the polygon number with minimal visual losses.
Enemies This week, our team has begun creating high-poly models for the Slider mobs.
Conclusion Last week was an extremely important stage of our work towards updating the project. We hope that the updated PTS version testing will turn out to be quite successful, and we’ll be able to fix every possible critical flaw as soon as possible. Once this stage is over, some missing mechanics should be added to the PTS version, as well as most of the quests in Russian and English, allowing us to upload this PTS version to the main game servers. Our team would like to thank our testers in advance. Your help with finding bugs and uncovering flaws of the current PTS version will be crucial.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Important Notice for Testers
To prepare the major update of the PTS version, the PTS servers will be brought down from 1 March to 5 March.
Unless faced with unforeseen circumstances, we plan to make the new version available for the mass player testing on 5 March not earlier than 6:00 p.m. CET / 12:00 noon EST / 9:00 a.m. PST.
Weekly Newsletter
Introduction Hello, friends! Our team is engaged in developing at large and the major PTS update in particular. We’d like to remind everyone who missed any of the previous reports, that at the moment we’re working on improving the PTS game version on the basis of numerous tests results that were acquired with the help of all the public testing participants. This updated version is planned to be soon launched on the PTS servers as a major update. If the testing will show that it’s stable, it’ll also be the first update of the main game servers over a long period of development.
Software We’re actively developing the major PTS update.
This week, we finished working on the system of level-ups and experience gain for dealing with enemies. We’ve created the system for obtaining points of different progression system branches and skills when doing certain actions in the game (for example, firing a pistol gives Weapon and Pistol points, and taking damage adds Armor points and points for the equipped Armored Suit type).
The quest reward system has also been worked on and improved.
We’ve added a new item type – shield generator. It has the following parameters: absorption, power, quantity, recharge speed, and shield recovery speed. The armor no longer has its own shield parameter, it just enhances the generator parameters.
Our team has created the leveling up system for the weapon and armor nodes, added the Pistol Mastery branch and three Armor Mastery branches. Nodes have acquired the pop-up descriptions (tooltips).
We’ve added the level and the node requirements to the item requirements system.
We’ve improved the system of completing quests connected with the enemy lairs demolishing.
All initial quests were completely reworked due to some major code changes and the newly added features.
World We are still engaged in the in-game world optimization process. At the moment, we’re working on one of the most extensive zones with a huge number of buildings, namely the entrance to the Ark. You may remember our early Weekly Newsletter reposts featuring info about how we engaged in the game world creation and started with this exact location. It also was the first location for the updated design creation and first steps into developing the open-world game design. We wanted our players to witness the majestic landscape once they exit the Ark. It goes without saying that such view resulted in a large number of draw calls per frame. This issue became particularly significant now that we’ve created many buildings in the area. So now our team combines the existing elements as if in the constructor set, creates the LODs, adjusts the clipping for small objects, interiors, decals, lighting sources, and effects.
Character Our team started working on animations for the female character skills and abilities.
Enemies This week, we’ve completely created all low-poly models for the Brawler mobs. We worked on the models as well as textures, and also added the fur.
Conclusion Our team is actively working on the project and aims at finalizing it. We’d very much like to name the date of the major PTS update, but we don’t want to delude and disappoint you in case some significant technical issue occurs. We definitely will name the date of the new PTS version launch beforehand, but most likely we’ll do it right before the update, so check out the latest news and feel free to torment Bagamut, our community manager, with your questions in Discord! :)
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Weekly Newsletter
Introduction Hi everyone! The development has gained momentum: we’ve done a lot of work, and if nothing unpredictable happens, soon we’ll announce testing of the global PTS version update. In the meantime, here’s another traditional weekly report on the work done over the last week.
Software Our team continues working on the PTS project version and prepares it to be transferred to the main game servers.
This week, we’ve finished working on the non-player characters mechanics. In particular, our team has significantly reduced the load increasing because of the NPCs and also revised how the NPCs are implemented after we revised a number of tester reports.
This week, we’ve completed the trading system and optimized the interaction between the database and the server with the client trading window (as the result, we’ve significantly increased the speed of the movement when an item is purchased or sold, there are also no freezes and additional loads during this process). Our team has also completed the trading interface for merchants. We’ve added the ability to display the merchant model or vending machine model in the trading window with the minimum load.
We’ve improved the pop-up descriptions (tooltips) that appear when the cursor is over a particular item. Our team has also completed the item requirements. Now all items are adequately displayed in the inventory.
The character progression system has also been improved, namely the processes of experience and skill points gain. We’ve also completed the connection between the progression system with the server and the database, as well as saving and loading, and the effect that leveling up has on the game items and requirements for them.
As we’ve improved the character progression system, we also completed the character parameters window. More specifically, we made various visual improvements (aligned all elements, improved the bars and numerical parameters performance, improved the background, made sure that all elements are stabilized and perform adequately when the cursor is over them). Our team has improved the leveling up logic based on the test results that we received (for example, we’ve separated the bars and the skill buttons, and added tooltips for each bar instead of descriptions for all bars being showed at once). In addition, we’ve set up the connection between the window and all its bars, elements, and values with the actual character stats that are saved in the database.
The skill windows mechanics and visual components have been revised and configured. We decided that it’s better to hide the entire lower part of the window. All skill descriptions are shown as tooltips only. The connections between the nodes are drawn automatically and are fully set up. We’ve also begun working on the creation of the first skill trees. This work will be carried out gradually, as and when necessary.
World This week our team has focused on the optimization. We started from the most resource-intensive location area, namely the Scientific Camp, and used it to test the work pattern. Initially, we assemble such locations with structures as if in the construction set: each wall, floor, ceiling, window or sofa is a separate object. We don’t use baked color maps or normal maps for such objects, and all materials are divided into logical groups by physical material or color (metal, plastic, white paint, orange paint, etc.) overlaying necessary parts of a model (ID). It significantly speeds up the process of creating models, as well as the level design, but eventually creates an issue due to a large number of draw calls per frame. Each material used on the object creates an additional draw call, and each object itself also creates a draw call. As a result, one small house made of 30 objects may result in up to 400 draw calls, which is incredibly expensive.
Overcoming some technical difficulties with the objects merge, we’ve reduced the number of draw calls by tenfold. Each house, consisting of separate objects, is being merged into one object, and the same materials are no longer duplicated.
For each object, models with a lower level of detail (LOD) are created. These models have only one overlaying material with a baked card acquired from the original model, which makes the LOD non-heavy and reduces the number of draw calls on remote objects to one.
Also, we adjust the object clipping and all interiors are no longer shown even at a small distance from a building.
We still have some tests to conduct, as well as other optimization possibilities to implement, but even now we can say with the work we’ve done brings very good results and we’ll continue the same working pattern on other parts of the in-game world.
Character This week, we’ve finished working on the Imp organic cover animation. We’ve created and set up the controller, as well as all the basic animations of movement, attacks, skills, and transformation for both male and female version of the cover.
https://www.youtube.com/watch?v=2Jm14vbPPgw&t=35s
Enemies This week, we’ve created all high-poly models for the Brawler mobs and also started working on the low-poly in-game models.
Conclusion Our team is as busy as ever, we enjoy the good spirits and are full of energy, as the project is getting closer to new major testing and the main servers update. We’re incredibly grateful that you stay with us and help the project to develop, and we hope that the release we’re preparing will happen very soon.
We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.