Introduction Greetings, friends! Our traditional report signifies the start of a new working week, and here’s what we’ve achieved over the last one.
Software This week our team has managed to finish the bulk of the work on the radar and the map. We created systems of static and dynamic map tags, zones, and also various markers. At the moment, we’re testing map and radar internally and looking for bugs.
Character progression system is still being revised and improved.
World Our team is engaged in adding basic game content to the worlds. Over this week we were mainly concerned with the water resources. We created new river beds, added lakes and improved water materials. Avalon wilderness now has new unique biomes with wetlands and marshes.
Quest system will soon be implemented, so we are now adding details and precisely improve all biomes. In particular, a lot of work is done in the desert area, where it is necessary to refine the landscape painting, improve how the stone slopes gradually turn into the sand-covered area, and add rock details.
The dungeon is now complete.
Opponents Our team has also finished working on the Trog mobs animation.
Conclusion This week, we finalized the map and the radar. This major event brings the development closer to the final stages when we’ll implement the updated quest system.
We’d also like to remind that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base 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! Our traditional report signifies the start of a new working week, and here’s what we’ve achieved over the last one.
Software This week our team has managed to finish the bulk of the work on the radar and the map. We created systems of static and dynamic map tags, zones, and also various markers. At the moment, we’re testing map and radar internally and looking for bugs.
Character progression system is still being revised and improved.
World Our team is engaged in adding basic game content to the worlds. Over this week we were mainly concerned with the water resources. We created new river beds, added lakes and improved water materials. Avalon wilderness now has new unique biomes with wetlands and marshes.
Quest system will soon be implemented, so we are now adding details and precisely improve all biomes. In particular, a lot of work is done in the desert area, where it is necessary to refine the landscape painting, improve how the stone slopes gradually turn into the sand-covered area, and add rock details.
The dungeon is now complete.
Opponents Our team has also finished working on the Trog mobs animation.
Conclusion This week, we finalized the map and the radar. This major event brings the development closer to the final stages when we’ll implement the updated quest system.
We’d also like to remind that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base 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! Another week is over, and we are again ready to present a report on the work we’ve done.
Software Our team is still working on the quest system and the map. This week, our main task concerned the global map implementation. Main difficulty on this stage of development was the issue with tracking all the major tags located on different servers and on the in-game area of 60 square miles.
We’ve created starting location map model for subsequent work with the map system. Also, work began creating a basic map of the open world consisting of 100 separate pieces automatically updated when we change the world’s landscape.
Character progression system is still being revised and improved.
Sniper rifles system is complete.
World The dungeon is being finalized. We’re close to the last stages of creating the main arena for the boss battle. After that we’ll have to deal with the lightning and final detailing.
Opponents Our team is working on the Trog mobs animation.
Crafting We are pleased to announce that we’re about to implement the craft system. Our team has been working on the balance and logic of crafting for a long time, crafting system was often changed and processed, and now we’d like to share some details about the updated system. Below you will find a detailed description of the crafting system, which will be of interest for everyone who likes crafting in games. If you don’t like creating the game items with your own hands, feel free to skip this step!
Obtaining Traditionally, crafting begins when player obtains some crafting ingredients. In the world of the Genom, several types of resources can be obtained from different sources in a variety of ways. At the same time, each resource type has an alternative way of obtaining it. You can get obtain resources by:
Manually collecting them (pluck a flower, pick up a stone, disassemble a mechanism).
Exploiting surface deposits with a special tool (exploiting a pile of ore, a cloud of gas, a thicket of plants)
Extracting them from the planet with the help of a drilling rig
Process fallen creatures’ carcasses with the help of special tools (remove the skin from a Trog, chitin from a Locust, teeth from a Hound)
Exchanging available resources for the needed ones, bargaining with the NPC or other players
Splitting resources (to get the essence)
Studying In addition to resources, item crafting also requires this item blueprint. Blueprints can be obtained from other players, purchased from the NPC, they can drop from several opponents, be a reward for quests or events or simply found in the world. Player should use the blueprint in inventory to study it and the acquired knowledge will forever be retained by the character. Every blueprint can be studied up to ten times. With each new study of the same blueprint, player can increase chances for a successful crafting.
Each blueprint bears a general item outline and is not bound to this item’s quality. All the knowledge necessary to create an item of a specific quality is contained in one blueprint, and therefore, crafting of the Legendary or Improved Marauder Pistol, players will require only one general scheme of the Marauder pistol.
Preparing Most of the game items will be created on stationary crafting terminals of different. The higher the level, the greater the chance of creating item. There are five levels of terminal quality in the game.
In settlements, players will be able to find terminals of quality levels from 1 to 3. Terminal in the player’s hangar can be improved up to the level 4. The terminal on the Syndicate Base can be upgraded up to the highest 5th level.
In addition to more advanced terminals, to achieve the best performance in crafting, players will need to unlock and level up crafting branches, same as with weapon or armor skills. As it is with weapons, player will unlock different nodes in the crafting tree by spending points, opening new possibilities, increasing the chance of successful crafting, and getting higher quality items.
Crafting Itself When the player has gathered all the necessary resources and studied the blueprint, the craft terminal must be activated.
Absolutely every item contains 8 basic slots that must be filled and one optional slot. There are five slots for main resources, two of which require a specific type of resource, and the other three slots can be filled with any resource of the player’s choice. Three main slots can be filled with the essence, one of which will require the particular type of resource essence, and the two remaining are filled with any essence of the player’s choice.
The ninth optional slot is needed for a special resource — Arcanium. It serves as a catalyst and increases the chances of successful crafting. Arcanium will be a rare resource that players can find in the world by chance or interaction with environment.
Each resource can have one of 3 qualities, namely: Normal, Good, Perfect.
Each resource has its own Qualitative Indicator (hereinafter referred to as QI). This information will be indicated on each resource in the characteristics section.
Each blueprint has a potential for crafting any of the six qualities of the item. Therefore, each blueprint has the QI ranges for each quality of the created item. For example, when crafting the Spectrum Pistol, the following QI will be listed in its blueprint: 2,4,9,16,45,111 (in accordance with the 6 possible Pistol qualities).
Essence acts as a regulating "currency" that doesn’t affect the crafting outcome in any way, but at the same time it is obligatory. Therefore, further we will talk about 5 starting points (5 slots filled with resources, not the resources essence), affecting chances of the item crafting.
Once all the crafting attempt conditions are met, the player can finally press the button and try to craft an item.
The first thing that player encounters by doing so is the crafting chance. It depends on a number of factors:
Basic crafting chance (30%)
Level of the used crafting terminal (4-20%, 4% for each level)
Level of blueprint study (3% -30%, 3% for each study of the drawing)
"Chance to create..." skill level (2% -20%, 2% for each skill level)
Arcanium (20%)
Totally we have a 120% chance of crafting. This is done so that the player has an opportunity to achieve a 100% crafting chance in different ways.
Suppose that luck is on the player's side and the item is crafted. After this, the second formula is implemented. It determines the quality of the future item.
With all the 5 slots filled, the game will display average QI of the resources. This will serve as the first fundamental indicator determining the item quality.
If the average QI of the added resources falls within ∓ 20% of some quality specified in the QI blueprint, this quality becomes the target one. Player has the maximum 61% chance of creating this target quality. The other qualities get a much lesser chance of crafting, up to 1%. At the same time, player always has a chance to create an un-targeted quality of the object. Even crafting the seemingly "Normal" Spectrum Pistol, there is a chance to craft the Legendary one. It's also worth remembering that the higher the skill is, for example, the "Lucky Armorer", the higher the chances of getting higher qualities of the item, and the lower the chance to get low qualities.
Suppose that fortune smiled again, and the item received a rare quality. But what are the item parameters?
We have prepared the third formula that counts all the parameters. The decisive factor is how many time the invested resources "hit" the item’s QI. If the player used resources with a large spread of QI, most likely there will be no more than one or two matches. If the player used resources of approximately the same quality and with approximately the same QI indicators, there might be 5 matches. And the more matches there is, the higher the parameters of the received object will be.
It is worth remembering that the QI is only a conditional qualitative indicator, and the formulas use ranges without strict binding to a specific number. For example, in the third formula, a "hit" means any time when the resource indicator lies within the crafted item QI range ∓10%.
Bonuses Of course, we shouldn’t forget that the better the item, the more bonus features it has. This rule applies to the crafted items as well. If an item is crafted, the player receives these bonuses and in some cases even chooses which bonuses to apply. For example, by creating an object that has 4 bonus parameters, 2 parameters will be automatically chosen, and 2 will be chosen by the players from list of possible remaining parameters. Thus, we expand customization possibilities for crafted items.
Summing Up Making the crafting process interesting and the result diverse was our primary goal. We changed many features of the crafting system being influenced by your discussions on our forums, and we’d be very glad to hear your thoughts on these new features once again. What would you like to see in this system? What should we improve? What aspects, in your opinion, can cause problems? We’re waiting for your feedback.
We’d also like to point out that our team has created this material to help all the players get acquainted with the general concept of crafting. Some specific features or conditions, as well as the numerical parameters indicated in this material may change by the time the craft system is introduced or during its testing.
Conclusion Our project develops and grows, and we’re approaching the point when we’ll be ready to update the main servers. Despite this, we often receive negative feedback, when players complain about no development progress. Specially for them, we’re reminding that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now any player who wants to see that the project is moving forward has 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.
Weekly Newsletter
Introduction Greetings, friends! Our traditional report signifies the start of a new working week, and here’s what we’ve achieved over the last one.
PTS Update New update 0.7.0.0. preview 5 has been uploaded to the PTS servers. Here’s the list of changes:
Fixed the experience gain formula.
Fixed the health bonus and regeneration after the level up.
Added trade sheets to the terminals.
Added item bonuses.
Added item requirements.
Added the nodes learning mechanic.
Fixed a bug with the item color in the tooltip.
Added the Reeker boss and Almer Prototype to the test arena.
Added the Raider Turret to the test arena.
Added the Raider wielding pistol to the test arena.
Software Our team is still working on the quest system and the map. This week, in addition to a number of minor small functions, we implemented the floor counting system on the 3D map as well as added map zones (selected free-form quest areas of a certain location).
Character progression system is being revised and improved.
This week we completed the shotgun system and will add them to the game in the nearest future.
We started creating the sniper rifles system.
This week we actively worked on the Medusas migration and growing nests. Those who have followed the project development for a long time remember that you can observe Medusas hatching on Avalon at certain periods and seasons. The wind scatters these creatures all over the planet, and they settle at various locations forming fast-growing nests. Various types of mobs use such nests are used as a refuge, but they also contain valuable resources.
We’ve created the loot box mechanics. This mob is looking like a box on the mechanical legs and one of its features is that it always tries to run away from the player. We added this mob while updating the main game servers and now redesigned it for the new network version.
World This week we entered the final stage of paving new roads and creating rivers of Avalon, and by this we will complete all terrain and location types, taking the future player movement into account. Our team has also improved some terrains and materials. In addition, we created a large zone with another Gunar anomaly. Players will have to study the culture of this ancient race to reveal this anomaly’s secret.
We also started developing a large instance with a boss this week. This instance is dedicated to an unusual group of people and mutants that the players will encounter when exploring the game world. We used the Infected Cave dungeon that many players explored during the PTS as the basis for the new instance. Now we will add a complex plot to this Cave change it visually.
Opponents Our team is still working on animations for the Trog mobs.
Conclusion Project development goes nonstop. We look forward to the quest system completion, as once this task is done we will fill the game world with content and prepare the game for the major update release on the main Steam servers. We are very grateful to all players who help us test the game on PTS servers, as well as to everyone who is waiting for the game to be released despite everything. We are sure that thanks to your help all the time and energy we spent will result in an excellent game!
If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. 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 development of the game goes on, and it’s time to post our traditional weekly report.
Software We are still working on the quest system and the map. The radar system is complete and at the stage of internal testing.
Our team has done a lot of work correcting the AI behavior flaws that you’ve found and reported. One of the current tasks is to fix all minor deficiencies in new nests and bosses.
The characters’ active and passive skill system is being actively improved. We are working on the skill trees.
We have begun working on the artificial intelligence for Raiders with a turret. Turrets will be found on the vans’ roofs and also as independent opponents.
The work on creating trading data assets is completed.
World Our team is working on the content for Avalon. This week, we mainly focused on improvement of various ancient Gunar structures in all parts of the game world. Dozens of new objects, ruins, statues, and artifacts were created and added to the game.
Opponents This week we have been intensely working on animations for Trogs. Many players remember these peaceful deer with rabid eyes that could be found near the Ark. In previous reports, we’ve already mentioned the complete redesign of the mob model, new species, and the new AI introduction. All this requires new and high-quality animations.
Storyline Work on writing main and side mission is in progress. This week, our team has written and reworked various quests and NPC dialogues for the Scientific Camp. Also, this week we started working a major plot spin-off for the new instance.
Conclusion The first autumn’s week was quite peaceful and calm, there were no accidents or major events concerning the project. Our main task is still to implement all the main mechanics and prepare the game to be updated on the main servers.
If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. 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.
Weekly Newsletter
Introduction Greetings, friends! The development of Project Genom continues and comes closer the point when the PTS version will be fully debugged and its functionality and mechanics will be much better than in the current Steam version. This, in turn, will allow us to finally update the main game servers. We look forward to this time and hope to work quickly on this initiative and implement all our plans. Meanwhile, it’s time for our traditional report on the work done over the week.
Software The bulk of work on debugging and optimizing the network and database is completed! The PTS version is fully functional and stable. Of course, there are still some minor bugs, including visual flaws, but there are no critical once, thus we can move on and focus on the mechanics. This remarkable event became possible due to the diligence of all our testers, who actively helped to test the project on PTS servers. So, we’d like to sincerely thank all our players for their participation!
Our team is still working on the quest system, the map, and the radar.
Various minor flaws are being fixed. We fixed a serious bug with the experience calculation. Another major error affected the armor damage reduction and was also fixed.
We continued to improve the character progression system and now moved to a more active phase. Passive and active skills level-up system is being rapidly expanded and improved.
Our team has created the trading system allowing trade with terminals and NPCs. All non-player character will sell the same goods at different prices, which will make it possible to find the best purchase and sale prices for those players who will study the world and the range of goods provided by the merchants.
Data assets are being created for the trading system. They include all information on all items that a player can buy or sell via terminal or by interaction with an NPC. This task is rather tedious but necessary and important and will require the creation of several hundred data assets, each containing information about hundreds of objects.
Work on the artificial intelligence for the Reeker boss is now complete. Also, this week we have created AI for the Cyberhound boss. Both bosses have a distinguishable feature: players must use the interactive elements in the environment to successfully defeat them. Though the battle mechanics will be completely different and unique for each of two bosses.
World We are making improvements to the world of Avalon.
This week, we started creating the traces of the ancient Gunar civilization. Many have already seen the gunarian pyramids in the game on PTS servers. Also, many remember the game trailer and the strange levitating sphere in the forest. All these are parts of the ancient culture of the now extinct race of Gunars, who inhabited the Avalon long before the humans landed. Traces of civilization will include remains of the ancient structures, statues, and unique artifacts. All this will be an integral part of the world, which will not only allow us to understand the history and destiny of the Gunars but also help the main character to level up.
Character The spaceship is still being reworked and improved.
Opponents All animations related to the Raider van are complete. This van serves as a refuge for the Raiders as the lairs for other enemies. A special feature of this van is a stationary turret on the roof, which will prove to be a serious opponent, along with the armed Raiders running out of the van.
Conclusion With the basic work on the server part now complete we can pay more attention to the mechanics. The project is becoming more like a full-fledged game, which is undoubtedly great and pleasing. We hope that very soon Project Genom will be completely ready to be transferred to the main servers. This will be a separate big event, and we’ll certainly notify all players in advance.
If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. 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 Genom continues to develop and grow, and it’s time for us to report on the progress over the last week.
PTS Update New update 0.7.0.0. preview 4 has been uploaded to the PTS servers. Here’s the list of changes:
Fixed a bug with the Steam authorization.
Fixed a bug with the character loading.
Fixed a bug with the character creation interface.
Fixed a bug allowing several players in one individual dungeon.
Fixed a number of bugs with the inventory.
Added the open world refinement.
Software We are still working on the network.
This week, as part of the work on the quest system, we began improving the map, the radar, and the tag system. The task journal is also being finalized.
This week, we started creating artificial intelligence for the Reeker, a main-quest related unique boss.
World Our team is working on the Avalon. This week, we’ve refined many small sections of the map and added new roads. A newly created snow-covered area with lakes has also been refined: we added ice crystals and ancient ruins.
In addition to the general detailed improvement of the world, our team has begun the key quest points improvement. This week, we worked on the zone around the Arena instance. A small field camp in the middle of the desert includes the entrance to the instance but now also has a number of side quests available for the player.
Character The game Mech is completely finished. In addition to dirt and scratch masks, we added various detail maps, glow map, maps for all weapons, and improved the general material for the Mech.
This week, we started processing the spacecraft. It’s necessary to work on the details and improve materials, but also implement all new common technical features.
Conclusion Work on the game doesn’t stop, our team is full of energy and enthusiasm, even despite how long it takes to implement the program part. We hope that regular news and PTS testing brighten up the waiting for the game, which we really want to release as soon as possible. And we are eternally grateful for your help in finding bugs!
If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. 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 Genom continues to develop and grow, and it’s time for us to report on the progress over the last week.
Software As before, the most relevant and time-consuming part of the development is still the software part and the code. Everyone who joined the PTS testing can notice the game client updates both lesser ones and large and important, that happen once in a couple of days. We constantly improve the network and the server stability and fix the found bugs at the same time. In general, the game stability level is significantly higher than the one of the previous version, but we face some flaws thus not able to state that our work in this direction is over.
Quest system and all accompanying mechanics continue to be actively managed and developed.
This week we created the Artificial Intelligence for Raiders wielding pistols, based on the AI for Raider mobs wielding rifles.
We have completed the Artificial Intelligence for the Trog mobs this week. Each type of Trogs now has unique behavior and attack features, unique combat style and specific interaction with other Trogs.
World We’re still finalizing Avalon. This week, we’ve completed our work on the world edges. Now it’s become impossible for players to cross them. We paved many new roads and created miles of rivers. The snow-covered location with ice lakes zone has been expanded. We improved the desert are and applied many changes to biomes and generation. A number of plants are added and modified.
Character This week we began working on a high-poly model of the Dreadnought armor suit for female characters.
Our team has completed the low-poly in-game Mech model with normal map baking and AO. Work has begun on creating the diffuse map and masks to implement the model into the game.
Opponents We have completed all animations for Raiders wielding pistols.
Conclusion From the artistic point of view, the game is gradually approaching the level that we would like to see on the main servers. The project code still remains the major challenge. Without a stable game version, we can’t concentrate on the mechanics alone, but it’s impossible to import the content we’ve already created without them. We hope that with the help of PTS testing and your bug reports, soon we’ll be able to spend less time debugging, and more implementing and creating new mechanics.
If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. 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.
Weekly Newsletter
Introduction Greetings, friends! Project development is in its full swing, and the PTS testing shows an active participation welcoming everyone who wants to join it. Those who are more interested in the finished project and brief news on the development can read our weekly report on the work done.
Software We are working on the network advancement. During this week, a lot of updates were uploaded to the PTS server, including updates improving the network stability, fixing servers crash, character initialization and improved authorization with the Steam API.
Our team is creating the quest system. In addition to implementing task system, quests require simultaneous work with the journal, tags in the world, map, interaction with NPCs and game objects, work with the database and other game parts, which makes this task quite complicated and time-consuming.
World We are gradually approaching the stage when all the essential world content will be complete. At the moment, we are filling the remaining bare patches of the landscape with vegetation; we form rivers, lay down roads, expand some biomes, and finalize edges of the world.
Character Our team added character animations for interaction with the ammo box.
Opponents This week, we continued working on Raiders and added animation features upon interaction with objects in the environment.
We have finished modeling and texturing the Trogs.
Conclusion We continue to work on the project, and the PTS testing proved to be helpful in many ways. Our players found and described a lot of critical bugs, and we are so very grateful to everyone who helps us improve the game. At the moment, our primary task is to improve the network and correct all the detected flaws.
If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. 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! PTS are still open, and we continue to share the information about what we’ve managed to do over the past week.
PTS Update As we mentioned in the previous report, PTS servers will be constantly updated until the new game version is released to the main servers. We’d like to mention the latest updates for all who don’t enter the PTS servers:
Ported the project to the UE4.16.3.
Fixed a bug with saving the character exit coordinates in the database.
Fixed a bug with saving the customization settings in the database.
Fixed a bug with weapon replication wielded by other characters.
Fixed most of the bugs causing the server to crash.
Fixed bugs with inventory items missing.
Prohibited dealing damage to other players.
Fixed a bug with the shield functioning.
Fixed a bug with servers crashing when building on Linux.
Added six new types of Hounds with unique behavior features to the test location.
Fixed a bug with mobs disappearing at a certain distance from the spawn point.
Software Our team is improving network, as well as revising the authorization mechanism using the Steam SDK.
We’re working on the character progression system.
Quest system creation is in progress.
We’ve created the basic artificial intelligence for all types of Hounds.
World We are working on the relic forest. The landscape is refined, new objects arecreated and set up for the generation.
This week, some textures of plants for the relic forest were created.
Our team has created a small story instance, Yers’s Workshop.
This week our team completed reworking the Dump instance.
Entrance to the Arena is now complete.
Character The work on the creating retopology for the mech is almost complete.
This week, we’ve completed roll and grenade throw animations for the character.
Opponents We’ve completed Raider animations this week.
Trog modeling is still in progress
Conclusion Development goes on with no delays, the world is constantly growing and the network part is gradually improving. During this week, we received a lot of comments and feedback; you shared a number of interesting ideas and found new bugs, and we are so very grateful to all our players. If you missed the latest news, but very much waited for the opportunity to participate in the early testing, we are pleased to remind you that PTS testing is still open for our players. To participate in the test, you should have an activated copy of the game and complete the registration as described on the 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 buying 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.