Best Like Content
Hey guys! Last weekly in the current format so one last report from your humble engine-coder-in-the-shadows. We're hard at work prepping a build for the first PS4 TRC sweep. That means we have to abide by a whole set of rules Sony provides, and entails a lot of different tasks: we're preparing and testing PSN trophies, getting all the package details right, hiding our debug menus, fixing localization issues and last minute PS4-specific rendering bugs, updating the PS4 SDK we build against, removing debug libraries linked in to our package, ensuring safe areas are respected etc etc. So yeah, a hell of a lot of i's need dotting. Luckily QA gives us great support in flagging any potential issues, and based on our Jira, we're almost ready for that first sweep!
Thanks for reading, I hope you guys liked these weeklies, and I hope you're all looking forward to the release as much as me! See you then!
Narrative Team - Alex and Lisa
Well, we have had a first stab at finishing voice recording, and then a second stab, and now we are onto Elevensies. That is to say, I have three more recording sessions lined up, and then we really, truly will be done recording. Unless it turns out we have to do some more later.
I had an amazing session with [redacted], who plays [redacted]. She’s become a really superb voice actor. Also, Allan Cooke, who plays the Mad Scotsman, and the translucent as-yet-I-think-still unannounced [redacted] who plays Sally.
I’ve just finished editing a slew of audio flashbacks for the Mad Scotsman, which will reveal all sorts of interesting things about how he got where he is now. Have to figure out where to put them in the polymorphing geography of the game.
And I’ve been trying to help the localization folks, who need to know what “Awa an bile yer haid, ye weapon!” means, so they can translate it into other languages. Google Translate does not seem to cover Scots, alas (it’s not the same as Scots Gaelic).
Adam is just jealous.
As the producer on the project one of my most important tasks is to keep us focused on shipping. We can build and build and build, but at some point we have to start tightening, and be content with what we have. I am very proud of the team’s progress on this front, as we have been very efficient with the time we have had.
Another part of my role is to play cheerleader for the team, and support them through to the finish line. While this isn’t directly related to the game, as part of this, I fully shaved off my beard at the end of October, and since then have been growing a “shipping beard”. I occasionally trim the sides, because otherwise I look like an old toothbrush, but the length will stay growing until we ship this game.
We’re all in this together. I hope you guys have enjoyed reading about how we have created We Happy Few! We’ve certainly enjoyed having you here.
Thanks for tuning in!
A small mini map in the bottom left corner would be nice and really helpful instead of pausing the game to look at the map
It has occured to me that a couple of stats on the status screen would be better reversed.
Health, joy and toxocity rightly start at 100% as these are stats that count down but surely hunger, thirst and fatigue should start at zero.
It just strikes me as counter intuitive as I would havee thought being well fed would be 0% hungry and starving would be 100% hungry and the same for the others.
Any way great game and I can't wait for the full release.
Things are very busy in the studio right now. We are continuing polishing and wrapping up the final content. We received some very interesting results from the playtests and have decided to do some last minute changes. We cannot wait for you to see it all!
Narrative Team - Alex and Lisa
You know how, when you take a trip, no matter how many lists you’ve made, you always remember something you SHOULD have packed after you’ve arrived at your destination? This week has been sort of like that. I’ve been going back through my “suitcase” of environmental narrative and adding signs and small details for clarity. I’ve also gone through the last bits and bobs of certain characters’ dialog, because we’re approaching the last recording sessions. Hopefully I will have packed everything you need for your journey to Wellington Wells!
Design Team - David, Hayden, Antoine, Adam, Ben, Eric, And Benji
We are 1 week away from complete content lock on the Mad Scotsman. It has been a bit hectic, considering the many many ideas flying back and forth right now to fix or tweak situations. Ultimately, “time” has the final say, so simple is best. That said! I’m super proud of having lead the entire Mad Scotsman playthrough, and I’m pretty damn sure you’re all going to think of him as your favorite ;p
This week has been a very productive week I think. First half of the week was polishing off levels, but about mid week we got some great feedback from a playtest we held a little while back so I went straight onto fixing that. Smoothing out the intro of the game and making sure our crazy world is understood and as clear as it can be.
Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Céline, Neil And Guillaume (Sometimes)
This week, I worked on making the roads less straight. Breaking the sightline is one of the ways to make the Village and the hamlet more organic. So our city/village/hamlet generator had to be extended. It looks simple in theory but as they get packed with content, it is as you can imagine, harder in practice. Only the parts of the roads that are connected to non static houses can move. It is not finished yet but it looks promising.
This week for me was all about support and bug fixing tasks related to a paradigm that we use for performance. What I mean by that is there's non-playable characters whose brain is reduced to the bare minimum until the player interacts with him. The challenge was to fix conflict between the different piece of code that call for animations on these characters. Reusing code allows us to prototype the feature faster but once the data has been created we discover edge cases that need to be supported (like a paired animation of lovers on a bench for example). That's it, polish and bug fixing until we release the game!
Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary And PH
This week was full of little tasks for me, but I worked mainly on the different suits that you can craft. I refined the textures, reworked fabrics and patterns and added some details (stitches, buttons, seams,etc..).
Had a break from small stuff and got into some level art for some days! It was a rollercoaster of changes, trying to achieve the perfect feel for one of the last levels. I can't show it but, if you ever get to the end of the game you’re gonna be able to see it :D. Beside that, I have been also doing small fixes here and there like the past weeks.
Optimisation, optimisation, optimisation. Been grating away polygons of the buildings of the last biome. Saved a good 5 million triangles… out of 91 500 000. Also been helping Emmanuel with the refactoring of the wilderness area. We are moving the encounters closer to the streets which helps reduce the size of the islands and make them less hidden so they scream “look at me” to the player.
Animation Team - JR, Rémi, Vincent, Mike P, Jules, and Raph
This week has been mainly filled by reviews! Lots of meetings with people from all the departments, looking at whole playthroughs (with some cheating in the middle, that game has got quite big!) and taking notes of what’s left to tackle… There’s still quite a bunch of stuff. Panic! Erm. I mean, everything is 100% under control, nothing to see here, move along! In between reviews are the usual feedback, and sometimes even a bit of animation! I started work on a funny animation for our beloved Bobbies!
Also, I went back a bit on the giant Mother TVs, as we now need them to track your altitude, which I didn’t plan for back when I scripted/animated it! If some of you are interested, it now uses a 2D Blendspace, which blends 4 different ‘idle’ animations depending on the relative position of the player!
MikeP (AKA: lesser danger Mike)
Sup folks! This week in the thrilling life of an animator, I made a bunch of little cutscenes for the game. One of which you can see in the gif. Dropped those rocks like it was no one’s business! Plus got some cool VFX from our VFX guy Weili to finish it up and voila! Some rock falling goodness! Sweet falling rock, eh! Also did a few little animation chains to round up the week. Nothing terribly exciting, but productive nonetheless! Well that’s it for me this week, tune in next week, Same Bat Time, Same Bat Channel!
Hi everybody! So for me this week I started on the soldier’s animations and in particular their search animation. Here is a gif of it.
During the rest of the week, I switched to a super exciting task, Sally’s stealth takedowns! But it is still a work in progress. I might be able to show you a gif of it next week, if the censors allow it. See you next then!
Thanks for tuning in!
Better to check your Bios and set it to default
i have steps on how to do it and it actually works for me.
Solution No.1 option 2. on this website https://www.errorsolutions.tech/error/whea-uncorrectable-error/
This issue is caused by the Windows 10 Creator's Update interfacing badly with Nvidia's drivers, and occurs across all Unreal Engine 4 games.
To solve this, you can either:
- Change the resolution inside your game, or
- Right click on your desktop -> Nvidia control panel -> set default colours as "Nvidia settings" rather than "Windows settings". This option will solve the problem across all UE4 games, and here is a video tutorial showing you how:
I can't save my game (no file to be loaded then). I don't even see any save files in the games folder. Any suggestions? I've tried the following...
- The developer console quicksave. Unsuccessful.
- Verifying files in steam. Unsuccessful.
- Uninstalling and reinstalling the game. Unsuccessful.
- Tried different difficulties in the game (just in case). Unsuccessful.
- Deleting contents of wehappyfew folder (config, savegames, logs). Unsuccessful.
- Deleting save folder (wehappyfew >> savegames). Unsuccessful.
- Playing with different beta programs (ex: maidenholm). Unsuccessful.
- Added 'we happy few' to third party antivirus software (bitdefender). Unsuccessful.
- Turned off third party antivirus software for good measure. Unsuccessful.
- Ensured all security permissions were allowed under 'we happy few' game folder. Unsuccessful.
- Shut down all background securities through task manager. Unsuccessful.
Also, I've had this game a long time. I've only recently started playing it again to see what changes have come about. When I played it last (many months ago) all progress was saved properly. This is a new issue for me.
** Currently have an open thread on steam. **
Hi, just finished a second play through really liking the changes and cant wait for the full release.
I noticed a spelling error on the map screen when walking between hatches, one of them was spelt "unkown" which I believe should be Unknown.
I don't know if this has already been picked up on as I cant search through 49 pages of forum.
Keep up the good work!
It’s February already and we are feeling the love in the studio! If you are on our social media then you might have seen that we are reposting love songs from the 60s and all the beautiful fan art you’ve been sending us. Keep at them as we really enjoy watching all the peculiar and funny scenarios you are creating!
Engineering Team - Matt, Serge, Michael, Lionel, Rob, Evan, Maarten, Céline and Guillaume (sometimes)
Hi people ! This week I have been working on skills again, as the list got finalized at about the same time we finished Arthur's content. I can't really reveal more than last time I talked about them, but I can at least tell you, we're going to have character-specific, survival, combat and stealth skills. Highest-tier skills will make your adventure in Wellington Wells a lot easier/more fun. Of course when working on skills, you interact with so many features that you're bound to find plenty of bugs. So I also have been fixing plenty of bugs this week. And with that, I really think the game is coming together very nicely !
We're approaching the time when we have to send a build of our game off to Microsoft for them to approve of before they let it on their systems (technically this is called submission for certification). One of the features that is a big requirement for their sign off is achievements, and so this week my task was to go through and add these into the game. It's quite a fun adventure to visit all the different systems in the codebase to add the callbacks. Anyway, the logic is all there now. I won't spoil what the achievements are but I think there's a good mix of mainline progression rewards, and ones that push you to find the more interesting missable moments.
This week was all about extending and integrating our new island system. Integrating took a bit of time because - as with any procedural system in WHF - we never simply replace one system by another, we keep the old system as well as the new one and add an options to choose which one is active. This allows us smooth transitions and extensive testing.
In this case, this was a good thing because while the new system has some interesting and important new features, it was lacking one from the old one. So, I extended it a bit to cover that. I also realized that our shore outline would have to be redone along the way. Doing that now.
Animation Team - JR, Rémi, Vincent, Mike P, Jules, Raph and Franzi
Sup folks, not much to report on my end. Worked on a bunch of Animation Chains for a whole whack of encounters this week. These are where we take our bank of animations, and chain them together inside conversations with NPCs. Mostly this week I revisited and polished up some of the chains so that they seem like a bit more normal conversations and interactions. That’s pretty much it. Exciting, I know. So that’s it for me, tune in next week, Same Bat Time, Same Bat Channel.
Narrative Team - Alex And Lisa
This week most of the LD’s moved from Arthur to Sally and our third character. So our intrepid and peripatetic Sally, [name redacted], and I, got into some sound studios – one in Montreal, one in New York, where she’s appearing in a play – and recorded 169 encounter lines and barks for Antoine’s revision of the Sally playthrough. I’ve also been writing lines for Adam’s revision of the third character’s playthrough. Fortunately we have to record Allan Cooke for a secret project next week, so we’ll get those done along with.
We’ve been getting a lot of feedback from playtesters over at Gearbox. It’s really exciting to hear people saying the narrative works, and they’re intrigued by the characters, and they feel real, and the dialog is convincing. You never know for sure until you hear back from players. Having access to Gearbox’s QA people and their playtesters has really helped us.
This week, I’ve been making sure that things I’ve written over the past few years are actually in the game, and that environmental narrative is in the right places and makes sense. This means turning my mindset from writer to player.
At this point, I can probably reveal that SOME of you fans on the forum were 100 percent correct about the identity of Miss Thigh Highs. We were anxious to keep our secrets from getting out too early, so during the past year I seeded stories of other female characters in the environmental narrative, just to throw you off. I’m now trying to make sure that all those stories “pay off” and feel satisfying and meaningful when you play the game. A couple of the “red herrings” have actually turned out to be among my favorite Wellies. Hope you enjoy them!
Art Team - Whitney, Emmanuel, Tito, Marc-André, Sarah, Guillaume, Cary and PH
This week, I’ve been working on a myriad of small to medium to big tasks. I’ve been working with Cary to go over 7200 material instances in the game to write every sign in the game in text form. This will be super useful for people playing in other languages than English. They’ll be able to understand the signs scattered across the world.
I’ve also been polishing up multiple locations and tying up loose ends. I’ve also spoken to Maarten about the possibility of having volumes inside buildings that affect the amount of light visible (with a transition) and thanks to his magic coding skills I already started to implement it across the game.
That’s it for me! Polishing work from now on. A lot of small tasks and details that will make the overall experience better.
Hey folks! This week I did a bunch of environmental narrative for some up and coming seeeeecret locations! So secretive! So exciting! That's all I'll say..:)
Thanks for tuning in!