Author Topic: Today's development update! (March 17rd)  (Read 2575 times)

Aaron

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Today's development update! (March 17rd)
« on: March 17, 2015, 03:53:32 pm »
Strangely enough, after a weekend of binge playing PayDay 2, we were inspired with a bunch of ideas for BR on Monday. <.<  Yesterday we overviewed a lot of the combat and 'overworld' mechanics and did a bit of a revision.  Made room for better ideas! :D

Meanwhile, Gabe's completed the two major pathfinding parts we needed done to start testing AI crew inside Blockade Runner.   He actually completed the second part in one day.  And more like three hours.  We had scheduled "1 week".  Win?  G's now integrating the two pathfinding systems into BR, but this puts pressure on Nathan to finish on his end with the GFX changes.  N's had to rework a lot of the low-level DX stuff to work with his optimization pipeline. Its wrapping up, but G needs it done today!

Meanstwhile, M's nailing it with crew in his Unity Standalone, and Z's still fiddling with our automatic pipeline for dumping builds.
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Czorio

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Re: Today's development update! (March 17rd)
« Reply #1 on: March 18, 2015, 05:54:55 am »
Strangely enough, after a weekend of binge playing PayDay 2, we were inspired with a bunch of ideas for BR on Monday. <.<  Yesterday we overviewed a lot of the combat and 'overworld' mechanics and did a bit of a revision.  Made room for better ideas! :D

Care to tell us more?
"If you're in an equal fight, your tactics suck."

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Aaron

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Re: Today's development update! (March 17rd)
« Reply #2 on: March 18, 2015, 01:15:02 pm »
@Czorio

Sure, 'twas a bunch of things!

- Revisions on skill progression
- Refined how 'health bars' could work on your ship (needs Micah prototyping)
- Refined the way reactors go up in smoke (and their penalties)
- Refined (and simplified) heat's primary tactical combat usage
- Refined mechanics to emphasize "you don't need to kill everything" to play the game
- Concepts on how PayDay 2-esque heists could be pulled off using existing capabilities
- Refined concepts on loyalties to factions, and penalties for treachery
- Refined concepts on reward system for servicing factions
- Reconsidered story elements to reduce story dependency and improve player freedom
- Refined weapons to place far less emphasis on modular weapons (there's beginning to be too many better mechanics elsewhere)

Not to mention some final discussions on Gabe's the pathfinding apparatus before it officially started to go into BR.

Most of these are discussions and the stuff of 'concept documents', but reflect the on-going refinement that goes on while we're in Stealth Mode.
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Czorio

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Re: Today's development update! (March 17rd)
« Reply #3 on: March 19, 2015, 09:01:47 am »
- Refined mechanics to emphasize "you don't need to kill everything" to play the game

But... But... There is no kill like overkill. D:
"If you're in an equal fight, your tactics suck."

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Aaron

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Re: Today's development update! (March 17rd)
« Reply #4 on: March 19, 2015, 05:14:01 pm »
@Czorio

Yeah, killin's good, but it makes the killin' all that much sweeter when it's not the only thing you can do.  (Note: This sounds weird, and creepy.)
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Thrivero

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Re: Today's development update! (March 17rd)
« Reply #5 on: March 20, 2015, 07:10:23 am »
@Czorio

Yeah, killin's good, but it makes the killin' all that much sweeter when it's not the only thing you can do.  (Note: This sounds weird, and creepy.)

Considering you were playing payday 2, im going to guess handcuffing people.

Aaron

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Re: Today's development update! (March 17rd)
« Reply #6 on: March 20, 2015, 12:34:08 pm »
@Thrivero

Hah... yeah, something like that... ::)
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Thrivero

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Re: Today's development update! (March 17rd)
« Reply #7 on: March 21, 2015, 03:20:34 am »
@Thrivero

Hah... yeah, something like that... ::)

Ok, i don't want to spoil it too much :)

Aaron

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Re: Today's development update! (March 17rd)
« Reply #8 on: March 21, 2015, 11:30:11 pm »
@Thrivero

What we kind of liked in Pay Day 2 is the mix of Splinter Cell and Call of Duty.  You can accomplish a heist without firing a bullet, if you're good enough.

Micah's doing a lot of tests with crews the past weekm so it lead to conversation on how you could infiltrate an enemy ship with the crew wandering about and how stealth missions could work. ::)
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Thrivero

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Re: Today's development update! (March 17rd)
« Reply #9 on: March 22, 2015, 04:11:55 am »
@Thrivero

What we kind of liked in Pay Day 2 is the mix of Splinter Cell and Call of Duty.  You can accomplish a heist without firing a bullet, if you're good enough.

Micah's doing a lot of tests with crews the past weekm so it lead to conversation on how you could infiltrate an enemy ship with the crew wandering about and how stealth missions could work. ::)

Sounds good to me. Just with the life support (like air vents) your enemies could create a nice way for you to blow them up.

Cy83r

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Re: Today's development update! (March 17rd)
« Reply #10 on: March 23, 2015, 06:01:04 am »
Skill Progression: yes, hopefully my spontaneous work gets put to use

Lack of modular weapons: sadness.  Will there still at least be some sort of weapon-menu non-cosmetic components or "cube-shaped" divots in the weapon for upgrade and enhancement slots?

Servicing Factions: is this going to be to the point where, say, a player can make their own faction and place missions on the market with the same reward/penalty/loyalty system keeping tabs on the contracts for you?
Jibreel: Yeah but [Hufer] that's like [Axis] complaining that his Toyota Camry is stuck in the mud and you responding "Well my M1 Abrams doesn't seem to be having much trouble."

Aaron

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Re: Today's development update! (March 17rd)
« Reply #11 on: March 23, 2015, 10:34:34 am »
@Cy83r

We're just talking about cutting back the degree of modularity we were in the modular weapons thread.  Nothing's 100%, but it's beginning to look like full modularity might be 'too much' and distract from the rest of the game.

Edit:

Quote from: Cy83r
Servicing Factions: is this going to be to the point where, say, a player can make their own faction and place missions on the market with the same reward/penalty/loyalty system keeping tabs on the contracts for you?

Eh, I can't really say how far we'd be going in making your own faction.  Current plan is you gaining allegiance with existing factions.
« Last Edit: March 23, 2015, 11:25:25 am by Aaron »
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