Introduction Hello, friends! The game development goes on and we’re coming even closer to the main server update. While we prepare the project for this major event and try to fix all the found flaws, here’s another traditional weekly report on the work done over the last week.
Software Our team is still preparing the major PTS version update. At the current time, work is being done in all areas tested by the players. We’re finalizing the network, transitions between servers, and the database. We’ve completed our work on the interface improvements, refined all in-game windows, and added little bonuses such as a special label for pointing out the newly acquired items in the inventory or different frame designs for items of different quality.
The dialogues system has been completed, and we’ve expanded the system functionality to correctly add the branched quests. We’ve improved the NPC's possible reaction to dialogues (NPCs now turn to face the player and stops if the player interacts with a walking NPC)
We’ve improved the quest reward functionality and redesigned the window that now correctly displays any reward number. In addition, our team added new tabs for various completed tasks.
We’ve added the function that allows tracking player’s path to the set point on the map. The number of simultaneously tracked quests has been expanded to 10. Our team has also worked on the quest area displaying function — now quest areas can come in all shapes.
Our team has worked on the tags and pointers for the minimap and added the path tracing for the large map as well.
We’ve improved the chat and the channels.
Ammo boxes are added to the game.
Our team has improved the objects interaction system that works via special form and not via standard dialogue window. We’ve also improved the Eyes.
World We’ve finished working on a large Raider camp. The main decor elements are now arranged, lighting and effects are adjusted.
This week, we’ve added the morgue on the initial location.
This week, our team has begun an extensive work to optimize the game world. We need to improve gaming performance by graphics to update PTS and, we hope, the main servers as soon as possible. At this stage, it’s necessary to reduce the number of draw calls in frame (object drawing command for the graphic API), configure LOD for all objects, check and configure vegetation generation in some particularly heavy-loaded biomes, adjust lights and shadows, set up rendering distance for numbers of small objects in the environment and their subsequent fading out from the frame. This work requires a certain amount of time, but it’s extremely important, especially for mid-range computers.
Character This week, we came to the final stages of our work on the Imp organic cover animation. We’ve set up the controller and all the basic animations of movement and skills. All we’ve got to do is add more skills and begin working on the female version of the cover.
Enemies This week, we’ve begun working on the high-poly models of Brawler mobs. So far, our team has created models for three Brawler species that can be found in the woodland area of Avalon.
Our team has created concepts for various types of Sliders: common, desert, wild, and alpine ancestor of modern Sliders. As usual, all Slider species will differ in behavior, habitats, attacks, and reward for killing them.
Conclusion We’re sure that the most important development stage of the last month was the work our team has done on the major PTS servers update, that should significantly improve the project and lay a sound basis for a quick update on the main game servers. We work on the software issues but also improve the game appearance, expand its functionality and make the gameplay more convenient. We’re grateful to all players who tell us about their wishes or leave comprehensive feedbacks that help us a lot.
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, dear friends! The game development goes on, we’re coming closer to the main server update, and here’s another traditional weekly report on the work done over the last week.
Software At the moment, thanks to the efforts of our enthusiastic testers on the PTS version of the game, we were able to collect enough data on all the components that require improvement and received comprehensive information on most of the critical bugs. Thanks to all the information received as well as the extensive code optimization, now we’re able to conduct a full improvement of the PTS version to make it playable as soon as possible. Besides this extremely important development phase of the current month, this week we’ve:
Improved the Mech weapon system.
Refactored the chat with the process affecting the database.
Added the /changerole chat command that allows loading roles from the database, changing them and saving them in the database.
Fixed the local chat channel.
Added the ban command.
World Our team is also focused on expanding and developing the quest zones.
This week, we’ve added and set up a Brawler cave.
We’re creating a large Raider camp and work on the surrounding terrain. This camp will be a well-fortified settlement where players will face many well-armed opponents and a mini-boss posing a serious threat.
Enemies Our team is adding details to the in-game world and expanding the quest zones. Now we’ve begun working on different enemy species. This week, we’ve created concepts for several types of Brawlers (also known as Gores) inhabiting forests, snow-covered areas, deserts, and swamps. These big monkey-like creatures are one of the most adaptable species of Avalon and can be found in almost all corners of the in-game world. It is believed that the Brawlers are closely related to the extinct Gunar race, although there is little information on this. Like other types of mobs, Brawlers will differ in behavior and abilities and will cause a lot of trouble.
Conclusion Project Genom has been developed and improved. We hope that very soon we’ll be able to take the PTS version to a qualitatively new level and announce the approximate dates for updating the main game 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! The game development goes on and here’s another traditional weekly report on the work we’ve done over the last week.
Software This week our team focused on improving chat and Mechs, as well as technical server processing. This week we've:
Finished working on personal messages.
Added a system for creating and deleting location channels. When a location is opened on the server, a separate local chat is created. The channel is deteled after all players exit the location and it’s unloaded.
Added chat connection with the database that provides adequate functionality.
Refined loading from the database. Chat command chatUser shows chat roles. Required for implementing the command system with GM priority (bans/disconnects/teleports).
Refactored loading in the character editor that allows correct testing by two and more characters.
Worked on the Mech’s camera, movement, jumps and dodges.
Began working on the Mech weapon tuning.
Redesigned the server configuration system.
World The development of the game's world goes on. Our team is working on different parts of the terrain, adding new rivers, roads, rocks and details of the world.
Main work on the world of Avalon lies in adding and working on new points of interest based on the game plot. For example, we've added the transport service on the initial location.
We've added the first Almer transmitter. In addition to the plot one, such transmitters will be hidden in some parts of the world, and if found, they can bring a lot of benefits to the players. Or kill them.
Our team worked on the woodland area that is natural habitat for one type of gores. These big monkey-like creatures build huts from fallen trees and make a lot of troubles to travelers who have decided to cut the road and take a stroll near their houses.
Storyline Our team is constantly working on new and old side tasks and missions. This week, great importance was given to the Gunars, their history and influence on the world of Avalon. Each discovered ruins of this ancient civilization will tell a little more about the extinct race.
Conclusion Work on the game continues, and we're constantly update the PTS servers, bringing new features and as well as new bugs, that players help us finding. We’d like to thank everyone who helps us make the project better. Without all of you, testing and developing the game would be impossible.
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 working on the project and is trying to make all the essential game features playable and ready to be uploaded to the main servers as quickly as possible. We've also prepared another traditional report on the work our team has done over the last week.
Software This week our team has been dealing with the code refactoring that regards the character controller, weapons, parameters, customization, and inventory. We've also made possible to dynamically change the character’s sex. This feature is crucial for adequate Mech and transport functionality. In addition to the overall code refactoring we've:
Refactored the Mech. Our team has set up two modes: Mech spawn for the transition between servers and second spawn mode for the Mech mounting/dismounting animations.
Added the prediction function that momentarily shows sent messages in the chat client.
Added the possibility to switch between chat tabs.
Added the basic chat commands (help, unstuck, who).
Added and implemented the log system in the chat.
Added the private messages function in the chat.
World This week we continued working on the main in-game quest points. For example, the Polonez brothers' Camp was refined and improved. Our team added a number of details as well as light sources to make the opponents visible during the night time.
We've added an area with several Cave Hound lairs that will become important battlegrounds for serious clashes during the main quest.
Our team has worked on the Raider camping site located near the Schientific Camp in the abandoned mine ruins.
Some details were added to a large area with stray Hounds and a mini-boss.
Character We continue working on the Imp organic cover. In addition to technical features we work on the animations and Imp organic cover version for female characters.
Conclusion The development goes on in its due course and fortunately we have no incidents to report. Our team hopes that soon we'll have some important good news to share with you.
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! The game development goes on and here’s another traditional weekly report on the work we’ve done over the last week.
Software This week, our main focus was placed on refactoring the main game mechanics to improve efficiency and fix bugs. Our team has refactored the character controller, weapons, parameters, widgets, customization, transport, and Mechs. In addition to refactoring we’ve:
Fixed an error with the input focus when opening inventory.
Added the fact saving function for the special equipment activities (for transport and Mechs), as well as the coordinates and rotation of the equipment to it to be displayed correctly when the servers are switched.
Modified the camera and its behavior when the servers are switched.
Added the basic chat functions (displaying users, sending and receiving messages), provided the necessary framework for the proper chat channels operation.
World Working with the quest points scattered around the in-game world was our top priority this week. We began at the exit from the Ark and then followed the main quest. First of all, we dealt with the initial missions with Diggers infesting the Ark through the vent system.
We’ve also worked on a shop with miscellaneous items that may come in handy. Players may visit the shop on their way outside.
A small outpost has been added to the game.
Hound lairs have appeared in the area around the Harbinger.
We’ve also added and set up a small Raider camp.
Character This week our team worked on the Imp cover animations.
Conclusion We’re working nonstop to see Project Genom develop and grow, and we hope for the speedy implementation of all our main plans and ideas. After that our team will finally proceed to work on the project’s social structure and will expand it.
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, dear friends! Winter holidays are over but Neuronhaze team sends our best wishes for the new year!
Project Genom development continues and we’ll soon announce the long-awaited update. In the meanwhile, we’d like to share our weekly report on the work we’ve done over the last week.
Software Our team continues testing, debugging and optimizing the PTS game version as well as preparing the game to be transferred to our main servers. Here’s our weekly progress:
Fixed the assault rifle shooting mechanism.
Added a number of transport parameters.
Added a number of special equipment parameters.
Added the mechanism changing the character’s stats when the special gear is (un)equipped.
Refactored the parameters widget for items stored in the inventory.
Refactored the inventory items factory (object factory is a design pattern that simplifies the creation of objects of different classes using a single interface).
Added the ability to activate special equipment and other inventory items.
Refactored the mechanism of calling for transport.
Added a function setting the parameters of special equipment in the inventory.
Refactored the character loading by default to work in the editor.
Begun working on the chat.
This week, we completed work on the Mechs’ basic functionality. At the moment, the Mechs are prepared to be transferred to the PTS. After that, we’ll refine visual effects, test them and fix all bugs.
World This week, as part of the quest points development, various improvements were made to a number of locations in every corner of the in-game world. In some places, we’ve added new routes for quests, refined the rocks and boulders to make players search for the bypass, and optimized some parts of the world.
In addition, we’ve added a new woodland area with unique plants required for side quests and crafting.
Our team has also refined the entrance to the infected dungeon by painting the landscape, generating vegetation, and adding some details.
This week, we completed the in-game world areas LODs. All 100 pieces based on the parts of the 3D map are ready to be added to the game.
Conclusion Project Genom grows and develops, though not as fast as we’d like. In any case, this year must be the most important for our game as we plan to bring the project to the level when it will no longer have to be altered. As soon as we reach this development stage we’ll begin to expand the player's capabilities and prepare Project Genom for the release.
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! First and foremost, we’d like to wish you a happy New Year! The past year turned out to be rather difficult. We’ll remember the 2017’s major global events as well as the steep turning points in the development that are reflected on the Project’s website. We hope that 2017 was eventful and brought happiness to each of you. And we also hope that 2018 will be even richer in events and will make you even happier. Our team will do its best to make sure that the next 12 months bring positive vibes to all our players. Project Genom has gone through a lot of difficulties, but we never gave up because of your support and faith that you have in us. That you for motivating and encouraging us day after day! We wish you to be motivated and energetic when doing business or studying or spending time with your family. Let all your dreams come true! Achieve all your goals and always move forward! In the meanwhile, we’d like to share our weekly report on the work we’ve done over the last week.
Software This week, our team was dealing with testing and debugging the PTS game version:
Fixed a bug that led to logging out.
Fixed a bug that led to the cursor disappearing when placed on the rewards, after the game has been restarted.
Improved the time manager that caused the server to crash.
Fixed a bug with infinite inventory loading after the character’s death.
Improved the models’ binding settings when the weapon is (un)sheathed/(un)holstered.
Fixed the possibility of simultaneous firing and recharging.
Expanded the equipment system. Added the ability to equip a transport and a Mech with the subsequent activation of equipment. The equipment is now saved in the database.
Fixed issues when switching between quest tags on the map.
Fixed FPS drop when opening the map.
Fixed a bug with the radar lags.
Fixed a bug with level reset when opening and closing the map.
Fixed a number of the quad bike bugs.
Fixed the initial level's navigation system.
We’re almost done working on the basic Mech system. There will be a lot of improvements and adjustments, especially at the stage of expanding the player's ability to level up special equipment. At this moment we’re dealing with the main aspects of the Mech functionality — movement, equipment, armor, taking damage, shooting, recharging, networking, total destruction, and other technical features of the Mech behavior.
World We’ve added a small location with a fallen spaceship. It will be rather hard to find the crash site, but the loot is worth looking. Of course, if raiders won’t reach the ship before you do!
Starting this week, we’ll be developing all the main quest points in addition to constant in-game world improvements. Thus, our team will gradually prepare the world for the introduction of the main quests and hundreds of side quests.
Our team has begun adding and working on the in-game world areas loads that are based on the 3D map models.
Conclusion This year, Project Genom should see a new birth and bring happiness to everyone believed in the project and waited for it in spite of all the difficulties. We’d like once again to wish you a happy New Year, dear players!
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.
Happy New Year!
Happy New Year! Hello, dear friends! First of all, we’d like to wish you a truly happy New Year. Let these holidays be unforgettable and heart-warming even if it may be freezing outside. We also wish all our players to save their extraordinary endurance that one must surely have to wait until the Project Genom is complete. =) We’re sure that such an endurance and the ability to do everything your way is a powerful ally that will always help you in your life. Let the year 2018 be the best year ever! We send positive vibes to all of you, your friends and your family. Hooray!
2018 To-Do List Today we’d also like to give a brief description of our near-term plans for the coming year.
Our main task for the whole 2018 will be letting the project enter the Beta stage of development. This means a full restart of the project with all basic features implemented. It would also result in mass testing, frequent updates, and total revival of the game.
The first thing we plan to do will be to transfer the updated game version from PTS to the main servers. To implement these plans, we must finish debugging the current PTS version and add a huge bulk of quests into the game. Once done, we’ll make sure that the main game servers will receive frequent updates, and PTS servers will be used for preliminary closed testing.
One of the main points in our ‘to-do’ list is to complete and fully implement the character progression system with the skill points distribution, and abilities to choose the development nodes and use the active skills. Our team has already finished working on the basic project functionality required for this, but there’s still a lot of work to do until we add the full-scale character progression system.
We also plan to add a full-fledged crafting system and the ability to collect resources.
It is planned to add the special character equipment, namely Mechs, manipulators, and organic covers, as well as the ability to level up the corresponding skills.
Among other plans, we’ll work on the quad bike and add character animation, proper physics, transport behavior system, effects, and sounds.
As part of adding the quests into the game, we'll also introduce new NPCs, mobs, and bosses.
We plan to add mass events in the open world.
This year, we’ll be spending a lot of time working on the project’s social structure, and therefore we’ll add chat rooms and create an opportunity for our players to gather in groups. We also plan to work on the syndicates.
We also remember about our English-speaking community and will undoubtedly add the complete English localization.
In addition, we are going to pay great attention to optimization and overall improvement of the game performance.
Furthermore, regardless of the development stage, we’re constantly working on the game balance and writing main and additional quests. Each testing makes new data available for us, and this data affects the future game balance that we constantly improve.
Our team has great plans ahead and hope to implement them all. We’re also going to post our Weekly Newsletter until the project reaches such a development stage when the work we've done over the week will be clearly described in the updates.
In conclusion, we’d like once again to wish you a happy New Year!
Weekly Newsletter
Introduction Greetings, friends! First of all, we wish Merry Christmas to everyone who celebrates this wonderful holiday! Let everyone have peace, love, tranquility, and patience in these troubled yet very good times.
People in many countries of the world are celebrating and enjoying the festive mood but we’d like to share our weekly report on the work we’ve done over the last week for those who will happen to check the development progress.
Software Currently, our team is testing and debugging the quest system. Over this week, we added a number of fixed and corrected various flaws:
Added the new version of quest awards.
Fixed working with several map tags for one object.
Fixed the stuck Shift key issue that appeared after a player interacted with something.
Fixed the initial level shooting issue.
Character rotation is set to default in movement-stopping triggers, for example quest-receiving triggers.
Fixed incorrect character rotation when the player is holding RMB.
Fixed the issue with rifle being teleported from hands behind the back when changing weapons.
Fixed the issue with doubled weapons after using the quad bike.
Fixed the trading terminal work.
Fixed the issue with the stuck red color from the cross-wire.
Refactored (reworked the code for better understanding and easier error-fixing) removal of opponents in the open world.
Fixed issues with journal quests being transferred to the completed category.
Removed unnecessary sounds and movements when changing holstered/sheathed weapons.
Our team is still working on the Mech system.
This week, we’ve updated our Trello board that includes brief information about the current development stage, the work we’ve done, and what’s being tested. If you missed some news but want to get a short summary, visit the page by clicking the following link:
https://trello.com/b/UU5syXYn/project-genom-rus
World This week, we completed the basic map and added all major sites, such as the Ark, arched stone structures, large buildings, giant alien plants, etc. The rocks that make up the visible world borders were transferred as well. In addition, we backed the normal maps to further improve the visual component. Further work on the map will continue at the stage of the main quests finalizing as there’s a lot of work to be done on the game world, especially with quest points. At this stage, we’ll work with the terrain and details, which will inevitably lead to changing many areas of the map. At the moment, the map will help in testing the game world, namely tags, areas, and tasks.
Character This week, we finished the low-poly model for the male version of the eighth series armored suit. We also created all necessary textures, added the model to the engine and set up the configurations.
We’re still creating animations for the male version of the “Imp” organic cover.
Conclusion Our team is working on the project. As the New Year dawns upon us, it’s getting more difficult to wait, but we believe that we should take our time to make the game come out as we’ve all imagined it to 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 Greetings, friends! Project development goes on, as we’re actively testing and correcting the PTS version together with all the interested players. We still have a lot of work to do, but the game is closer to being transferred to the main servers. Our team is ready to share our weekly report on the work we’ve done over the last week.
Software The largest bulk of work is still related to the quest system. Our team is also fixing all bugs that our players have found and is adding new features according to our community’s desires. Over this week we’ve:
Added the animation when interacting with the Eyes.
Added the server block of the Eyes that a player has already interacted with.
Enabled the camera control option during interactions.
Corrected the initialization of health, shield, and energy parameters.
Prohibited switching from one Eye to another while interacting with one of them if they are located close to each other.
Fixed a bug with the interaction animation being interrupted when the weapon is sheathed/holstered.
Fixed a bug with the repeated interaction with the already used and invisible Eyes.
Fixed a bug with the incorrect eyes ID generation.
Fixed a bug with the hair shader.
Implemented the character initialization (when a character appears in the quest-starting trigger).
Organized the data and documents on the quest system.
Worked with documents on the C++ coding style.
Added the system that hides an object or lets it be visible after interaction with an Eye.
Added the action button available for the quest items if the quest is active and a player is on its corresponding stage.
Added the mouse sensitivity change option when interacting with objects.
This week, we’ve ported the project to the new UE4.18.2.
We’re working on the Mech system. This week, our main tasks were related to the Mech weapon system.
World Our team has created 100 basic pieces of the future map and transferred them to the project. At the moment, they are being finalized and improved, as well as the separate large map elements that could not be baked in a single model, i.e. the Ark, the largest structures in the world, giant boulders and rocks.
Character This week, we finished the high-poly model for the male version of the eighth series armored suit.
We’re still creating animations for the male version of the “Imp” organic cover. In addition to working on animations, we’re setting up the character controller and adjusting the speed of movement, skill using, and other actions.
Conclusion We’re still working non-stop and are focused on finding bugs that interfere with the due implementation and configuration of the quests in the open world.
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.