- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
Speaking of walking, we have improved the inverse kinematics for the characters making them look much better when turning (banking) and standing on sloped surfaces. So as soon as the Utz Update rolls out, everybody will look much better. Take a look below!
NB: No catcalling at your fellow soldiers please!
Map update: Mountain Village
The level design team has been hard at work revamping the Mountain Village map and the time has come to share with you the fruits of our toil. This time around, the landscape and train station area has gotten the biggest (polygon) face lifts. Read on for the juicy specifics!
A good map comes from lots of testing and iteration. We have listened to your feedback, and we have also tweaked the map to be a step closer to our original vision. The entire train station area has gotten an overhaul, including new buildings, props and interiors. The railway has been rebuilt, and the very landscape it sits on top of is more lush and welcoming – or should we say – less intimidating. Such a transformation affects the nearby settlements, as can be seen for instance along the connecting attack lines E and D.
So the Germans got a new Recon uniform — where is the new US Recon uniform, you ask? Well, it’s on its way! Our model, Cpl. Joe Average, was a little bit delayed because he had to make his way around a German roadblock. Good thing he’s not afraid of going off-road!
The Wehrmacht is about to unveil its September 1939 men’s collection, and this year the focus is on simplicity of form, light fabrics and neutral colors. Here is a glimpse of what you will soon be seeing on the runway in Paris… unless the Allies can prevent it!
To penetrate and dissipate these (ingame) clouds of darkness, the general mind must be strengthened by education. – Thomas Jefferson
This time I’ll write a bit about our upcoming real-time volumetric cloud system. Unless something goes horribly wrong and the sky is falling down the new clouds should make an appearance in the Jefferson build.
About a year ago I wrote the code and shaders for the current cloud system, that uses sprites to render the clouds seen in the action game. At that point I was already pursuing various options for rendering clouds in a different way, that I wasn’t satisfied with the quality and performance I could achieve using sprites, but due to lack of time I had to let go of the research and use the sprite system.
We recently gave the Heads-Up Display (HUD) a major overhaul and we think it improved it tremendously, but all was not perfect and so based on your (very welcome) feedback, and our thoughts, feelings & sketches on napkins, we decided to do a few updates and some polish for the Jefferson build to make it even better.
In Irwin we took a step towards cleaning up the HUD by removing all the unnecessary clutter, which resulted in a cleaner & simpler HUD as you can see below.
In Jefferson we wanted to bring back some of the information we removed, but this time without it taking up half the screen, in addition we also wanted to add some new information that you long have been asking for.
Below is the same screenshot in the upcoming Jefferson build.
A behind the scenes animation timelapse (×12 speed) from sit pose to in game.
This time doing my contribution to the blog I fell in a nasty hole just before the goal line. With a week to go my machine decided to crash and the time for blogging was cut to a minimum.
Even with the strong head wind I decided to try and do another animation timelapse. The last one I did I really liked myself and got a lot of nice feedback. [Strong headwind is good for airplane take-off and landing, Ed.]
Now… exiting and entering airplanes is yet another task that I hadn’t had time for – and as I now have been officially bugged with it as well this is the one I chose.
I promise next time I will try and choose something different than an exit animation ;-)
Cheers – Reto.Colding
[woops typo in the title, sorry! Ed.]