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Weekly Journal - 19/08/2016 - The calm before the storm

NailaNaila Moderator, Compulsion Team
Hey everyone,

This has week has been a rather quiet one. Half of our team members are on a much needed vacation, while the rest have worked on the new update and tracking down some elusive issues. We have just pushed live a small hotfix for PC, to address one of these issues:

29174 - Shelter Hotfix

This is a very small hotfix to address an issue where players would need to use a Jimmy Bar every time they exited their safe house. Using the Jimmy Bar now correctly unlocks the hatch permanently. Otherwise, we wanted to let you know that the next major update to the game is likely to come in mid September. We wrote a bit about this here, and will likely write a more substantial preview about this in a couple of weeks.


Art Team

Sarah

It's been all about the Village this week, including signs, propaganda, and murals! Here's a little guy setting an excellent example for other Wellies.

image

Marc-André

This week I fixed the following issues:

- Tweaked placement of new props such as sinks, bathtubs and toilets in the village bathrooms
- Tweaked size of various sofas and chairs to help the animators
- Gravestone text changes
- Created some new assets:

- Jerky meat
- Grapefruit can
- Shower head
- New plexiglass signs for the village (in progress)

And added new textures:

- Cast bronze texture (ex. for statues)
- Versatile tile texture that allows for color change and even checker patterns with Emmanuel's "Evolving Material (TM)" brand.
- New brick texture for the arches (in progress)


Emmanuel

This week I was mostly on vacation but I still manage to start working on the real underground modular set.

image

Animation team

J.R.

This week I kept working on small behavioral animations: beggars in the street actually begging & homeless Wastrels begging on the side of the roads, lost NPCs looking around confused, update for the Wellies getting gifts from the player, Wellies cooking in the kitchen, reading a book on the couch, and I’ve started an animation for workers painting our very own rainbow road.

Apart from that I’ve fixed the animations of NPCs talking when they’re sitting, where they would be floating in front of benches instead of on the bench. I’ve also started posing characters to make new statues in the world to go with the dancing fountain, such as a very proud general standing tall, and a war memorial statue. Those are collaborative pieces, we’ll hold off showing them until they’re completely finished.

Gameplay Team

Marc

Hello!

It's been a while since I gave an update on my side, I've been mostly working on fixing the hundreds of small issues that needed to be ironed out for the early access release and the ones that emerged from having so many people play the game for the first time.

I also need to constantly add new code features to simplify the work of the level designers and empower them to create more interesting encounters, adjust gameplay elements, tune the AI reactions, fix animation and collision issues, etc.

One interesting change recently focuses around the point of interest system used for the passive behaviours of the AI. You will have noticed they do a lot of random things (when not involved in chasing you obviously...), like sitting on a bench, warming their hands by the fire, opening their fridge, etc. And the system supporting these small behaviours is scalable so we will add quite a few in the future.

One problem we identified was that it is simply too random. It's actually based on something similar to The Sims logic (they have needs and they try to satisfy them), but it just didn't work in the game as it is too unpredictable. So I changed the core logic of how they choose what to do, so it is (loosely) based on a schedule: they will go to the kitchen at meal times, (more reliably) sleep at night, etc. And of course this can be reversed for some characters who live at night or tuned specifically for some custom characters.

As we are experimenting with more stealth gameplay it will allow the player to anticipate their routine more predictably. You will know not to enter through the kitchen at noon… It won’t be perfect as we do not want them to be robots and a bit of surprise is important but it should provide more informed choices, and thus make playing with the AI more interesting.

Thank you for tuning in!

Compulsion Team
  • I think you guys are doing an amazing job. the game is like watching an artist working on his opus magnum.
  • Hello
    unfortunately I missed the comment update last week, since I started working as a full time waiter and vacation I have little and nothing. I could not even finish the game sessions, but I would still make a contribution to what I have noticed (as always)
    Improvements over the preview are small, but essential. I do not post the problems already known about Trello. I have a few comments, because as I said I had little time to play.

    -the chemica crapting station I sea has become useless. Now here all objects can crealrli without needing of the special work plan and find it unrealistic. more comfortable, yes, but absolutely not realistic :)

    -i markers were comfortable, but the compass that is in the top of the screen I find it unbalanced. It always indicates the marker a little more to the right of where I should go, although I points in the right direction. I would opt for a classic compass circle (which also acts as a mini-map) and not the current one :)

    -the objectives of the maps, as they are new missions, not always remain visible, and with the accumulation, some disappear from the map.

    -would find a suitable design for the cursor.

    -l always repeat: stacks for energy cells filled and for polar device XP

    - I believe that the music box is cumbersome. 4 cells to keep them?

    -it would not be possible to choose what to give as a gift to the NPC? and depending on the value of what we give, in return we will have a more or less precious object. So if we give rotten fruit, rotten food, dirty bandages, give us objects of little value (feathers, empty syringes, jars of pills), but if we give him fresh fruit, good food, clean bandages, in return we will have useful material (metal plates, duct tape, money)

    -Lastly, I would be very inclined towards proposing an option takedown for sitting npc. It would be nice to stop them from behind (maybe sitting on the bench) or side (maybe by hitting them in the head) and then safely continue without incurring a fight. I would be very inclined towards proposing an option takedown for sitting npc. It would be nice to stop them from behind (maybe sitting on the bench) or side (maybe by hitting them in the head) and then safely continue without incurring a fight.

    thankyou at compulsion games stuff for the job :) . but one question: why the game directory is called "glipse Games" and not "We Happy Few"?
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