Hey all, welcome to the third chapter of my development blog.
Let's dive into what I have been working on:
Most of the stuff I've been working on is adding all the attachments and logic to each weapon slot. Bullet spread has been mostly fully added with a few slight additions and polishing required. All weapons now have recoil and I also implemented a minor horizontal recoil. An improved camera animation for running and polished the weapon swapping, equipping and spawning logic.
Major stuff I am working on:
- Camera animations for walking and reloading. - Removing the ability to sprint sideways and backwards and only sprint forwards (with a system that stop the player's sprint when they attempt to move sideways or backwards). - Implementing the shop menu and the ability to click weapon icons that will show a detailed 3D model alongside the weapon stats. - Adding all the attachments to each weapon. - Implementing fire modes to each weapon. - Polishing weapon reloading for the first person arms and the weapon swapping and equipping for the third person character.
I will go into more detail in the dev blog next week on Monday about what I am working on as well as going into detail about the next steps for the game as well as discussing potential release dates.
Thank you to everyone for helping to support the game.
I will see everyone on Monday, next week.
Kind Regards, KolaCape
v0.3.3 - Dev Blog #2
Hey everyone, this is the second chapter of my dev blog for v0.3.3. I have not been posting recently due to ongoing commitments but mainly because I've been heavily focused on the Survivor's development.
Survivor has made huge progress in the last two weeks and so I'm going to share that with you guys.
As for the future of this dev blog, two chapters will be published each week, one on Monday and one Thursday each week. Even though I was focused on Survivor, that does not make it right for me to neglect the dev blog, especially because it keeps you guys aware of the progress at all times.
Multiplayer
Multiplayer. Before I get into this, I am going to use a word called replication or replicate which means that the code has been re-written or modified so that it can function in a multiplayer game.
All of the core stuff in the current Survivor version has successfully been replicated. Here's what I managed to accomplish so far:
- Weapon spawning is replicated. The correct weapon spawns and is positioned in the correct location. Additionally all clients can see each others weapons. - All weapon VFX and SFX has been replicated. Clients can hear and see each other shoot. - Weapon swapping has been replicated, clients are able to see each other swap weapons with the correct animations and the correct weapon selected. - Reloading is replicated and works for each client with the animations playing correctly as well. - The recoil system has been replicated and the character's pitch (of their upper body) is also replicated so that they might look in different direction and only the upper body moves and this is replicated to all clients. - Replicated player spawning, players spawn in the correct locations and all receive the starting pistol.
Recoil
In the current version, recoil is very minor and does not play a significant role in gameplay and is only noticeable in the more powerful guns. To remedy this problem, I decided to significantly increase and rework recoil so that is a challenge to control the recoil of all weapons. Additionally, recoil is reduced when Aiming down Sights (ADS).
Bullet Spread
I also wanted to solve the issue of players being able to freely hip fire without penalty. Recoil adds a significant challenge but it is still easy to hip fire, so I've implemented a bullet spread system for each weapon. All weapons have their bullet spread reduced to very small when Aim Down Sights (ADS), increased when hip firing and bullet spread is at maximum value when moving. So standing still and aiming is the most accurate form of shooting and hip firing while moving is the least accurate form of shooting.
Attachments
Attachments provide more purpose to the guns other than just using them. And it also provides a basic concept of progress. Players can earn the credits necessary to purchase attachments which will provide new benefits and buffs as well as make your gun look more stylish. Attachments are replicated so that clients can see other clients' attachments as well.
Now that I've talked a good amount about how what I've done, I've created some questions I'll answer.
What are you working on at the moment?
Currently I am working on the following things:
- Added all the respective attachments to their guns (Logic has been implemented which is the hardest part and therefore adding the rest of the attachments is pretty simple and straightforward). - Finish adding the three new shotguns which are the T-15, Outlaw and Automatica. Two of them are done, one more to go. - Setup Aim Down Sights (ADS) logic for sight attachments. - Adding some camera animations for walking and reloading as well as reworking camera animations for sprinting. - Polishing off some gameplay mechanics, like replicating animation canceling and adding buffers/delays or other systems to improve the smoothness of stuff.
How much longer do you reckon it will take?
My current estimate is 2 - 3 weeks from now. As mentioned, I am no longer neglecting my dev blogs so I will be posting twice a week. Also the estimate is not 100% accurate as it is an estimate and it could take longer (or I could even release earlier).
When is the next dev blog?
The second chapter of the dev blog will be posted on Thursday, May 8th for me (May 7th for some of you).
Thank you to everyone for tuning into my dev blog and I promise I will not let you guys down again with the dev blogs. The next one will be posted on Thursday where I'll continue to talk about the highlights of the game development and the progress that I am making.
Thank you.
Kind Regards, KolaCape
v0.3.3 - Development Blog #1
Hey all, I am a day late with this dev blog as I was preoccupied with some things yesterday but now I have the free time to make this post.
As mentioned in the v0.3.3 announcement, I will be posting a dev blog on the first day of each of week (Monday) detailing what I've been working on and how it is going so far. So let's get straight into it.
What I've Been Working On
Currently, I have been working on implementing multiplayer functionality. Multiplayer is the hardest element of this new update and I've decided to take multiplayer head on. Because of how networking functions in Unreal Engine, there is no need for me to worry about single player code, instead I am re-writing and replacing all the single player code with multiplayer functionality. This is because multiplayer code functions the same in local single player and therefore I don't need to make workarounds to get both single player and multiplayer working smoothly together.
Here are the things I have implemented so far with multiplayer: - Game spawns the correct number of clients and weapon spawning and equipping is working locally for each client. - Clients can move around and have a simple third person character mesh. - All clients have their HUD displays correctly configured.
In addition to the multiplayer aspect I have also: - Reworked the Main Menu and player HUD.
I am expecting to make significant progress over the next week and am excited to share with you guys what I've been working on and made progress with on next Monday.
Thank you for all the support and I'll see you all next Monday with the second chapter of my dev blog.
v0.3.3 - Announcement
Hey all, I hope everyone is enjoying the release of v0.3.2 and I am glad to bring some good news.
The next update in the schedule, which is v0.3.3, entered development a few days ago. This new update is a significant improvement from the previous however due the large number of changes and additions I will be making in this update, it will take longer than expected.
My current estimation time is 3 - 4 weeks for this new version, however this is just an estimate and the development time could be longer.
However, every Monday (starting from next week), I will be posting a Dev Blog about my progress with v0.3.3's development.
What will be in the update since it is taking so long?
- Reworked recoil, all guns will have significantly higher and more challenging recoil. - The weapon workbench will be removed and replaced with a buy menu that can be accessed from anywhere. In addition, the buy menu UI will be improved and players can access their inventory and move weapons between the inventory and their weapon slots. - Three new weapons: all of which are shotguns. - A simple attachment system with only four attachments but will serve as the foundation I need to develop the attachment system. - Reworked UI and new UI VFX and SFX. - Zombies will have different skins for each class so that players know which zombie does what and belongs to what class. - Randomized and better spawns. - More and improved SFX and VFX and the addition of more music. - Multiplayer is the big one. Players will be able to create and join lobbies and play together against the hordes of infected enemies. - A ranking and levelling system for players to show off and an achievement system for players to collect.
I would like to again thank everyone for their support for the game, it means a lot and helps to keep the game's development going.
v0.3.2 - Release Notes
Hello everyone! I would like to apologize for the lack of communication, personal issues and technical problems with this version had forced me to delay the launch of the new update. Without being able to be certain, I also decided not to put any release dates until I was very certain that the update would be released.
The good news is that v0.3.2 is ready for release. Please report any bugs you find to the BUG REPORT section in the General Discussions tab.
Notes:
Weapons
Added procedural recoil to each weapon. Added aim down sights (ADS) to each weapon. Reduced damage of all weapons to make them less powerful.
Zombies
Added skins for each zombie. Added diversity system for zombie skins so that each zombie has different appearances. All zombies have a randomly selected attack noise. All zombies deal more damage and have additional health.
Workbench
Workbench HUD has been reworked. Workbench has 3D models of each weapon presented when hovering/selecting weapons. Weapon stats have been expanded to include weapon’s Recoil stats.
Map
Reworked map to give it a dark, gloomy and post-apocalyptic look. Added fog to add to the post-apocalyptic vibe.
Sound
Added game starting music.
Interface
Added white flashing effect to health bar when health is low. Added Survive text when game starts. Added red flashing effect to wave counter when wave is transitioning.
v0.3.2 - Delay
Hey all, just a quick update on v0.3.2's development progress. I have decided to delay the release of v0.3.2 until Monday, April 3rd (April 2nd for some people).
I've just discovered some technical issues that are getting in the way of getting a release out today so I am taking a few extra days to work on the issues and polish v0.3.2 before it gets released publicly.
Thank you to everyone for continuing to support the game.
v0.3.2 - Release Date Announcement
Hi all, since I released v0.3.1 I have been at work preparing for the next update. I have made enough progress to know roughly when the new update will be released.
The new update (v0.3.2), will be releasing this week on Friday, March 31st, 2023.
What will be added in the new update?
- A procedural recoil system configured for each weapon. Rifles with higher power have more recoil than the pistol for example. Aiming down sights also reduces recoil slightly for each weapon. - An Aim down Sights (ADS) system for each weapon that allows you to be more accurate when shooting the hordes of zombies. - A reworked 3D workbench for buying and managing weapons. Each weapon can viewed as there 3D model and in addition the UI has been improved to be more user-friendly and professional. - Skins and improved zombie animations - a bunch of new animations for zombies and the addition of skins. On top of skins, a spawning system for diversifying zombies so that each zombie looks different by having different hair styles, clothing type and color of clothing. - Improved SFX for zombies, zombies make noises when close to the player, when chasing and when dying. - A icon displayed above ammo counter showing the weapon currently equipped by the player. - The addition of music that plays during a wave and alongside that music plays when transitioning waves as well. - Additional UI effects such as a flashing health bar when health is low and flashing wave number to notify the player of a wave starting/ending.
Was there anything supposed to be in this update that has been moved to future update or been removed?
- I was planned on making the weapon workbench 3D models to be interactive, so that the player could inspect weapons. However, while it is working, it hasn't turned out the way I wanted it to so I have decided to postpone the release of the 3D model interaction to a future update when it is more polished.
Thank you for to everyone for supporting the game and I looking forward to everyone playing the new update and helping to advance the game! :)
v0.3.11 - Release Notes
Here are the release notes for v0.3.11.
Exploders and Tanks now start running after reaching a certain wave. Exploders start running at Wave 10 and after and Tanks start running at Wave 15 and after.
Increased melee attack range for Minions (blue zombie) and Tanks by 25%.
Increased melee attack damage for Minions (blue zombie) and Tanks by 53% (roughly).
Increased damage caused by Exploder’s by 100% and increased minimum damage by four times (roughly).
Increased Exploder damage radius by 20%.
Reduced Exploding zombie’s damage falloff by 20%.
Added damage functionality to Exploder zombies when they die not just when activating when close to the player. Now Exploders also cause radial damage when they are killed by the player.
Reduced Exploder zombie timer (from activation to explosion) by 15%.
Edited Main Menu options panel and moved it to the center of the screen. Reduced transparency of the options panel.
Reduced transparency of the weapon workbench menu and added a credits counter to the workbench to show the player how much credits they have and keep track of their credits when making purchases.
Reduced cost of purchasing ammo from the weapon workbench and increased ammo received for each ammo purchase.
Made the following increases to credits earned for each killed enemy class: - Minions (blue zombie) 50 >>> 75 - Exploders 100 >>> 150 - Tanks 250 >>> 350
All enemies reward additional credits when they start running. Minions (blue zombies) increase credits reward from 75 to 100, Exploders increase credits reward from 150 to 200, Tanks increase credits reward from 350 to 500.
v0.3.1 - Release Notes/v0.3.2 Announcement
Hey all, I would like to thank everyone for helping out with the BETA test as it helped me identify a number of problems and bugs for me to fix.
I am now moving v0.3.1 to the public branch and release it officially on Steam!
Workbench:
- Workbench UI has been reworked so that the player can see 2D Images of each weapon. - Hovering over weapon icons will update the stats panel to show you each weapon's details. - Added a stats panel that shows the effectiveness and ability of each weapon. - Added inventory that displays your stored ammo of each ammunition type.
Weapons
- Removed PAS and PLASMA temporarily. - Added three new weapons: the Vanguard and XT15A, XT15B. - All weapons now have custom names. - All weapon animations have been replaced with better, smoother and more fluid animations. - When reloading weapons, only the ammo that is needed to fill the clip is taken instead of a full clip like previous versions. - All weapons have a Range Factor which calculates how much damage falls off depending on the distance that a projectile travels. - All weapons have varying stats, with some weapons having higher fire rate but less damage and range and some weapons have higher damage and range but a slower fire rate.
Movement
- Removed jump temporarily. - Reduced movement speed slightly. - Replaced movement animations with better and more professional animations.
Gameplay
- Ammo crates have been removed temporarily. - Mage zombie has been removed due to issues with its functionality. - Designated spawn volumes for each zombie class. - Exploders have a brief second delay where an animation is played before they explode.
v0.3.2 Announcement
The next update to be released will be v0.3.2 and here the following details about this update:
- Procedural recoil for all weapons - Aim on Sights (ADS) - Workbench Rework
I plan for roughly 1 - 2 patches between v0.3.1 release and v0.3.2 release. Two updates will release before v0.3.2 that will a simple controls page and make some adjustments and minor changes.
Thank you very much for the community's support.
I am looking forward to the next steps in the game's development!
PLEASE REPORT ANY BUGS YOU FIND AND SUBMIT THEM TO THE BUG REPORT SECTION. THANK YOU :)
v0.3.1 Version 3 - Patch Notes
Hey all, this is the third Patch for v0.3.1 on the BETA branch (the first public PATCH).
Critical Bug Fixes:
- Fixed a bug where the player could spam reload while automatic shooting and be able to reload without having to play any animations. - Fixed map boundaries by adding blockers to prevent players from being able to escape the map. - Fixed a bug that caused reload times to be delayed by an extra second for the second Primary weapon slot. - Fixed a bug that causes zombies to stop spawning on some waves. This might have multiple causes and it is not a guaranteed fix, although I am fairly certain that the cause was because the zombie’s visual range was too small. - Fixed a bug that causes overexaggerated collision force feedback when characters collide. Improved collision boxes and reduced force feedback to prevent characters from being launched and going flying. - Fixed a bug where the modular pieces of the XT15A and XT15B would spawn in mid-air after purchasing them from the weapon workbench. - Fixed a bug that allowed the player to swap the current weapon they’re holding to the same weapon.
Content Additions/Changes
- Added scaling health mechanic for enemies. All zombies will start off with their base health and then it will increase until it is capped by a Maximum Health Scale factor which is different for each enemy. - Reduced weapon damage and headshot multiplier has also been reduced slightly as well. The weapon nerfs are the result of the weapons dealing too much damage, especially at lower waves. - Increased reload timer so that ammo count updates when magazine is inserted into gun. - Reduced fire rate of guns to more realistic levels. - Reduced size of crosshair.
I AM AWARE OF LIGHTING AND SHADOW ISSUES AND HAVE CHANGED SOME PARAMETERS TO DO WITH LIGHTING.
PLEASE REPORT ANY BUGS YOU FIND.
Thank you for helping to test Survivor and to support the game's development.