Hello everyone!
Welcome to the forty-sixth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of May 2024.
Maps
More progress was made on our building 40X9T replacements/improvements:
These still need a detail and decal pass, which will come later. Soon we will start to replace and swap 4AFIB out some existing buildings on our current maps with 5N8YF these.
Upcoming and WIP Features
Bipods and Weapon Resting
Our Technical Animator has continued working on the 5I2FQ bipod/mounting system, and has refactored the wall resting mechanics to make peeking out from behind cover/obstacles possible (previously you had to stand outside the piece of cover to mount your weapon on the surface), which should help make this system feel more 8PKG2 fluid and intuitive.
Building/Construction System
The team is now also currently working on bringing in the first iteration of our construction and base building system FLDWD for setting up FOBs, rally points (RPs), and various other buildables/fortifications. While this first pass will be somewhat limited compared to the broader scope of what we would like to do with these systems (the first order of business was getting all the new placement requirements coded), it should still have a fairly robust amount of mechanics and depth to it:
In this first version, 5KY6B build pieces can be restricted by how many can be placed per FOB, per match, per player, if they need to touch the floor, if they can only be placed by specific kits/roles, if other build pieces can be placed on top of them (and build pieces placed on other build pieces will be destroyed if the pieces supporting it below are destroyed), and so on. Having DMMEC a range of adjustable conditions like these permits a lot of flexibility when adding new build pieces (or modding existing ones), as it will be possible to mix and match whatever requirements will be needed to work in a gameplay session for a variety of scenarios players will want or need. In the future, this system will eventually be merged into the broader vehicle system to allow for a more proper logistics gameplay loop to be incorporated (both of these features are still too early, however).
That said, the way this system will first work by default/in the base game begins with the Squad Leader utilizing a wrench kit item to begin a build (a player will actually have to be a SL—if they simply pick up a SL kit, they will only be able to QZFAW place things like sandbags, walls, and ammo crates). Using the wrench, SLs will be able to place RPs and FOBs to provide spawn points for their squad and team respectively, along with having the ability to build a variety of fortifications and utility items (such as ammo boxes). FOBs will require two squad members within 15 meters of the SL to grant the ability to place, and RPs will only require one. FOBs will produce a 250 meter buffer 5XPV5 zone where no other FOBs will be able to be built, and within an 80 meter range around them this is where other buildables will be permitted to be placed (anything that falls outside of that range will quickly decay).
On the subject of spawning, as mentioned above FOBs will allow for the entire team to spawn on their location for as long as H9AEF it is still active and not overran by the enemy, while RPs on the other hand will only allow for the squad of the SL that placed it to spawn, and these will only last for a total of 60 seconds before expiring. This will make FOBs more of a permanent and team-oriented effort to set up and establish, whereas RPs will primarily be for quick deployment and will predominantly benefit squads that actually stick together. In regards to being overrun, if an enemy gets within 20 meters of a RP it will be destroyed and the SL will be notified. For FOBs, if two enemies get within 100 meters then it will no longer be possible to spawn on it (it will not be 9HII4 destroyed, however, enemies will still have to deliberately take it down).
Next devblog we should have more details and content to showcase all of these systems in action.
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Thanks for checking out the devblog!
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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