
[h2]Dear Tankers,[/h2]
Welcome to our
12th Development Status. As always, we want to show you the results of our work in the last two weeks.
MG-34 ModelSay hello to our new member of weapon family - MG-34!
Level DesignWe are working on a universal level design template. Such a template will allow us to create new levels quickly as we will have all the necessary things at hand. It is one of the aspects of production improvement that we’ve been talking about in few firsts development statuses. It contains things like:
- Lightning
- Enemies
- Infantry
- Vehicles
- Aircraft
- Fortifications
- UI
- VFX
- Interactive
- Minefields
- Bridges
- Tank Traps
- Mud
- Environment
- Cliffs
- Buildings
- Bushes
- Fences
- Roads
- Props
- Vegetation
- Game Manager
- Player Spawners
- Map Scenario
- Mission Objectives
- Events
- Diagnostic Tools
- Post Processing
Also, we are writing down documentation for the whole process of creating a level step by step, from historical research and concepts to gameplay tests, environment, and post-processing. Each process has got a detailed description of how it should be performed and also a standardization list. Simply put it is a checklist for quality control. We want to make sure that we are free from bugs and mistakes at each step before we move to the next step. One mistake or unresolved issue at the beginning of the process can cause a lot of trouble later on. That’s why we also take care of optimization at the beginning of the production of the game. At the moment our documentation for level design production process is 14 pages long and growing.
Vehicle configurationWe are at the point where we must pause battle testing and add a lot of code and configuration to our tanks/vehicles. Our main tasks here:
- Vehicles must have a crew to operate
- Vehicles can be destroyed
- Vehicles can be repaired (if damage was not too great)
- Vehicles must be towed
- Connecting vehicle functionalities to having alive crewman and required tank parts to be working/assembled:
- shooting
- driving
- command giving
- reloading
- communications (radio)
There is a lot of design ahead of us here as well as coding work. We will keep you updated here.
Panzerfaust animations and effectsOur animator and VFX artist worked together and focused on the effects of Panzerfaust shot. They also prepared a short gif to show you the results of their work. Check it out!
Campaign DesignWe are brainstorming on how to design campaigns. If a campaign would have let’s say 6 missions, how different should each mission be? Would it be the best option to make a campaign where we play only in the summer of 1943 or would it be better to stretch the whole campaign between spring, summer, autumn, and finally winter of 1943? On one side, there would be more variety of maps if each would have different weather conditions, but it would break continuity between missions. If you play one mission in the summer and the next mission is in autumn and you still have the same tank with the same damages it would just be strange. We are making this game for you so please let us know what you think!
AnnouncementDeGenerals Studio is growing. We have moved to a new office. Our previous office was two rooms 10m square each. Now we are working in an office with 3 larger rooms, so more people can work in the office (most of us work remotely). Also, we have space for motion capture.
Apart from all that great stuff, we are looking for an experienced Level Designer, Environment Artist, and QA Tester.
Thank you and have a nice weekend!
DeGenerals
