Roadmap to Full Access
That Game You Forgot About
Remember us? No? Let me refresh your memory. We are that Battle Royale game you backed on Kickstarter just under a year ago. No still? Nevermind. Hello Survivors, and welcome back to another devlog, we have been very busy talking about the future of the Battle Royale genre and how we can appeal to a larger audience over these last few weeks. Let's get started: Gameplay: The inventory system is moving along quite nicely and some possible changes to the entire foundation of the game are being put on the table to progress our version of Battle Royale further. Such as removal of the current fiery zone system and progression of our gun mechanics to make a more "close-quarters" Battle Royale experience. Level Design: We are working on a small demo level for you all to play during the upcoming Beta test sometime this month just in time for Christmas. This smaller demo level will feature three loot points/points of interest, including a satellite dish, a smaller military settlement, and a few houses. This smaller area will also let us know how we should proceed with player counts in one server as well as how we should approach the game design changes above, possibly making smaller levels that are more close quarters. Animations The turn in place animation system is almost complete and is now completely networked, making the TPP system nearly finalized altogether. We are currently fixing final tweaks to the system and hope to bring more GIFs for you all to see showing our progress. Another development in the works is the FPP system, as we are currently reworking all of our weapon animations to make them feel more unique and personalized. Thanks for checking in on RAID! We are beginning a bi-weekly update schedule starting on Thursday, December 27th. Until then, we wish you all happy holidays and we all look forward to the new year.11th / December / 2018
Maps, New Build, Beta Changes, and More!
Did ya miss us? I wouldn't either. Welcome back survivors, I am pleased to inform you that we aren't dead, actually far from it. We have finally been able to secure our developers full time and progress is picking up rapidly. We also personally apologize with the lack of information and updates on Steam but this is intentional as we are getting pretty close to an Early Access Release. We should, however, post a bit more often rather than our once a month schedule we have been doing these last few months. Current logo concept WIP ^^ Updates to the Game: On the developing front, we have made enormous progress with our movement system and are getting rid of all the quirks with the arms clipping through the character model and other slight bugs or hitches while transitioning between animations. We are also making some good progress on the HUD and Inventory system, which should get completed in a week or two. We also have made some updates to the weapon sway and are also currently working on letting the player see their torso/feet when in first person. Many of these changes and updates are going to make the game feel more immersive and complete, which should get us closer to an open alpha state of the game coming hopefully Early December. keep in mind that this build will still be a pre-alpha, just a chance to open the doors a bit. The environment we call Fair Isle is also now getting a landscape overhaul, which is really shaping up performance and quality quite well. The new terrain as well as the material, procedural foliage systems, and tessellation adjustments have all been completed. This new landscape should bring much better performance to the game with over a 26% increase in framerate without foliage applied, having us sit at 120 fps on our test bench. Keep in mind that this will drop a bit once we get all of the buildings in place, but regardless it is a huge improvement. For Kilo <3 Test Bench Specs: GTX 970 4GB 8 GB DDR3 i5 4460 750 W Power Supply Minimum FPS on old map - 62 Maximum FPS on old map - 95 Minimum FPS on new map - 104 Maximum FPS on new map - 120 Final Notes: We have also upgraded our Unreal Version to 4.21 for many optimizations in the engine that we have yet to test. We have some very fun stuff coming up including some giveaways with some physical items for you all to enjoy. Also, teaser is in the works. (Not what you'd expect) Thanks for catching up with us! We hope to update you all again very soon.10th / November / 2018
Inventory System and Updates
Hello survivors, and welcome to the R.A.I.D. Devlog for October 13, 2018. This week has been pretty productive Gameplay: We have been working on aim offset and turninplace animations for our third person animation system. The inventory system is now complete in its TIER ZERO phase. Now it only needs to be implemented and some UI work needs to be done to finish it. The zone system's through its final art pass and is going through an optimziation pass. Level Design: LOD's have been worked on and distance shadows have been put into place making the game sit at 9ms ineditor, which is about 85 fps at 1080p on our test bench. New house models are in the works as well as a new police station. Possible Patreon or Other Alternative?: As all of our testers know, we are unable to keep the servers online constantly due to budget constraints. With a monthly income directed towards a Patreon or another alternative, we could keep them on for people to playtest with friends or with newer testers so we can begin to maintain a playerbase and let our newer testers play the alpha. We still will do playtests every new update, but until we can make a monthly income to cover the server costs, we do not have the funding to keep the servers up constantly. Thanks to everyone for supporting the game and getting us as far as we have gotten. R.A.I.D. has been making some good progress and we hope to deliver the Early Access launch before the end of 2018. If you would like to stay updated daily, please join our Discord channel: https://discord.gg/yz4cDnq Website: https://hawkeyeent.com/ Forums: http://hawkeyeent.com/forums/13th / October / 2018
Yes We Know, Yes It Is Still Coming
Hello survivors, and welcome back to the last Desolation post and say hello to the new R.A.I.D. posts coming weekly starting next Friday. We have been very busy this last month with getting that 0.20a patch out to you, and it has now been released for a little over 2 weeks now. We appreciate all of our testers and backers reporting bugs and issues they have found with our gameplay systems. As of now, we are working on fixing the T-Pose bug, Skater bug, and winning games after killing one player bug. Along with these changes, we will add the following in the 0.21a patch and beyond. Gameplay: Zone system is beginning to take shape and is starting to look great. We are working on optimizing particle effects as well as making the zone work and function, the zone will continue to evolve and improve as we continue down the pipeline. We are continuing work on particle effects for blood/bullet hits. Along with these nice changes, we are working on a fully custom third/first-person animation set. Level Design: We have made more beautiful changes to Fair Isle. Within the level, we now are reaching 80 fps on maximum settings with our mid-spec test bench. We are now working on house revisions to increase performance as well as the believability of the world. Lighting changes are underway which are also contributing to a performance boost and another foliage overhaul has been done which is looking beautiful. We are still working on furniture, new locations, and more which you will hopefully see in the near future. Gameplay Demo and Playtesting: We are currently working on a new gameplay demo as well as doing playtests with our community. Keep an eye on our YouTube channel (link at the bottom of post) to make sure you see it and stay updated with anything we are doing over the next few weeks. Discord: https://discord.gg/GGVRCcA YouTube: https://www.youtube.com/channel/UCgRV3r7Yz899PoVOEQPySCg11th / September / 2018
New Updates, Gameplay Changes, and More!
It has been some time, hasn't it? Well at the moment things may seem on hold or a little dead in terms of the development of Desolation. I assure you personally that these claims and thoughts you may have been a little exaggerated and mostly untrue. We took a little extra time to release a polished 0.2a patch for you all. Although there are still complications with getting it released via Steam, it is still on the way and will be a polished and optimized product for you all to test. The zone systems along with the inventory are now in the works as priorities for our August Early Access release date. We have also begun work on melee combat as well as vaulting systems, which are shaping up and beginning to look lifelike/believable. We hope this announcement clears up a few things as well as marks a start or our lost momentum over the last few weeks. We should have a short gameplay demo coming out very shortly, which should showcase what we are looking to achieve with our game project this year.21st / July / 2018