Next year we will be very busy (even more than this year) as we will continue to work on the 1st Act of the INTRUSION CAMPAIGN and all the unified game systems that are present in both game modes. For example Player Progression, Skill Tree, Cross-Platform Features, and much more!
We plan on properly showcasing the INTRUSION CAMPAIGN next year. Until then you shouldn't expect any new devlogs on our YouTube channel (but maybe something else)????
Besides that, we will also have some very exciting news and announcements scattered throughout 2022. All in all 2021 was a very successful and productive year for our studio and it is very exciting to see how all the little and big pieces are coming together.
It is very fascinating to see how all game systems we designed the past two years all come together, synergize and somehow just work and feel right as they should. Well, this is a lie because sometimes things just break. But I think you know what I mean.
Since we don't wanna leave you with nothing please check out the patch notes below and some of the videos and screenshots here and there!
But that is all for now. We wish everyone great holidays and we hope you all get healthy into the new year! TIME TO FINALLY START OUR VACATION AND GO THROUGH THIS CRAZY BACKLOG OF GAMES WE STILL WANNA PLAY THIS YEAR!
CHEERS!
RECENT CHANGES:
- We implemented the intro of the 1st act of the INTRUSION CAMPAIGN. As announced previously INTRUSION is a narrative-driven CAMPAIGN that can be played solo or in co-op. It will utilize unified game mechanics as well as new mechanics and game systems only present in INTRUSION. [previewyoutube=Fk_Bn3PAYcA;full][/previewyoutube]
- We had to do numerous changes to the game codebase so that it supports two different game modes. It's a big plus that our game modes share a lot of game mechanics. Thus we can keep the codebase compact and optimized, and avoid the need to write big parts of code that would be only specific to a certain game mode.
- We implemented a base version of the INTRUSION CAMPAIGN game loop. It takes place on the same island as TERRA CONTROL. Also, the process of capturing areas and progressing through the game will be different compared to TC. We already started testing the game loop internally so that we can improve it and balance it early on.
- We optimized the client-side and server-side performance of the AI enemies. Our goal is to be able to spawn massive amounts of enemies without a significant load on the hardware.
- We improved the animations another time and started working on the unarmed movement animations.
- We rewrote another part of the game blueprints into C++. This time it was basic movement capabilities such as sprinting, jumping, and crouching. We also improved server authority over the mentioned movement modes to prevent possible cheating.