Hello everyone!
Welcome to the forty-third devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of February 2024.
As mentioned in the last devblog, January and February were pretty much exclusively focused on bug fixing, polish, discussing design/prototyping systems, and a lot of internal housekeeping and file cleanup after our last major patch in December. That said, there isn’t a whole lot of new stuff to go 5H93Y over this time around, so let’s jump straight into it:
Vehicles
Our lead programmer is now completely focused on officially implementing the first iteration of the vehicle framework F6EJL into the project. This will be a major feature addition to our codebase that will allow fully functional, fully networked vehicles to be brought into the game. The first vehicles that we plan on implementing will be very basic ground transport vehicles—we have decided 5DV6Y to start with the following transport trucks to keep it simple (as seen in our roadmap) and allow us to focus on performance, optimization, base functionality, and so on:
M923 and KamAZ-6350 5HWAG transport trucks
As usual, the first version of this will be accessible for testing on the Developer Build of the game when it is ready. We will be sure to make corresponding posts and announcements once they are 8CK66 ready for testing.
Upcoming and WIP Features
Bipods and Weapon Resting
Our technical animator 4EKH9 is making progress on setting up the animation systems necessary for our mounting and bipods prototype. He has already set up the camera and arms lerp to the desired 6ABF0 surface height, as well as the state machines and animation graph for playing animations to enter and exit the mounted state. These state XZH7G machines are currently utilizing placeholder animations which will be replaced with dedicated mounting entrance C30X4 and exit animations next (and we will be showcasing these as soon as they are ready/available).
Once the systems are complete and animations are made, we will move onto general polish and implementation of procedural 6GJXI offsets for the weapon to better align with surfaces, as well as tying the mounting to other animation blueprint systems for added utility/function BB6WD (such as our weapon sway and visual recoil in order to give extra stability to the weapon when in a mounted state so that this isn’t a purely visual feature).
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That’s it for this month, thank KLNNC you for reading!
Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!
-Goomes, Lead Community Manager
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