As this year comes to an endāand what a bastard of a year this has beenācomes also the time for our final report of 2020.
Intel Update #007 brings you all the major development details and behind-the-scenes of the last couple of months as we move towards
GROUND BRANCH V1031.
So whatās been going on in BlackFoot Studios country?
Development has had its ups and downs since
our last release, but weāre hanging in here and doing our best, as always. Here are some recent highlights:
[h2]Kris was out of action for a while[/h2]
Having the only programmer and UE4 wizard in your team mostly out of commission for about three weeks as engine- and logic-related tasks pile up on the checklist is never fun. Kris was on meds that left him drowzy and unable to focus (heās feeling better now and no, not Covid-related!), but since going off of them around a week ago, he has been catching up and pumping out fixes and under-the-hood work.
This has definitely set things back considerably, but on the flip sideā¦
[h2]Reinforcements have arrived[/h2]
As some might be aware, we were recently looking for an assistant UE4 developer/programmer to share Krisā significant workloadāand are happy to announce that we now have that person on board!
Ethan Wade (aka WaderTheGamer) is a long-time GROUND BRANCH supporter and solo UE4 indie developer for his personal project.
As a guy with UE4 skills and many years of closely following the game, Wader has been able to quickly tackle a lot of minor and not-so-minor tasks (which weāll cover in a bit), and has been immensely helpful in implementing quality-of-life improvements as well as helping the rest of the team get their work into the game.
[h2]Mikson made a blanket hut to record foley[/h2]
This was originally a funny tweet (
link), so we're gonna do our best to replicate it here with BB code, just for fun:
GROUND BRANCH
@GroundBranch
[h2][RECORDING FOLEY]
AAA devs: *tens of thousands of dollars on studio time, engineers and overblown 4-minute promo video on sound design alone*
Indie devs:[/h2]

3:07 PM Ā· Nov 26, 2020 Ā· Twitter Web App
Pretty decent, right?Anyway, yesāour sound designer Mikson has been very busy, as we will also show in a bit. In the above pictures, you can see the legendās setup for recording crunchy, clean magazine drop sounds. More on his work after the foldā¦
Howās 1031 coming along?
Normally, weād fill this section up with written details and screenshots, but since itās the holidays and the update isnāt here yet, we thought weād make it up to you with something a little nicer:
[previewyoutube][/previewyoutube]
Thatās rightāanimations and character assets may have been delayed to V1032, but weāre still making GROUND BRANCH look (and sound) a little better in V1031 with a lot of new visual effects and audio improvements, from entirely new sounds all the way to directional audio.
[h2]Attachments[/h2]
As shown,
attachment controls are getting a much needed upgrade: you will soon be able to bind lights and lasers to your preferred keys, and those will offer both a āholdā and a ātoggleā functionality:
hold the key to keep it on for as long as itās pressed, or
double-tap to leave it on (until you double-tap it again to turn it off).
In making attachment usage easier, we have also moved the
Magnifier from the Attachments Wheel to the same keybinds used for zooming in and out with a variable power scope; the result is a much more intuitive and accessible control scheme.
Lastly, we are adding the
IR Illuminator function to the AN/PEQ-15āa useful tool for nighttime ops, especially in low-contrast areas where the invisible light can help outline targets. The illuminator will offer two settings, accessible via the Reticle Brightness Up/Down commands:
LOW outputs a broader-angle, dimmer IR light; whereas
HIGH produces a more focused and brighter one.
[h2]Wristwatch[/h2]
The
wristwatch is a standard piece of gear which displays the current time and a compass ring that rotates according to the direction the player is facing.
It should greatly improve teamwork and navigation, as players will be able to quickly figure out which way they are going, which wall is the ānorth wallā one of your teammates just mentioned, at which direction enemies have been spotted, and so on. We plan on adding more functionalities to the watch app in the future, such as a heartbeat counter to help estimate player stamina status and maybe more.
[h2]Audio[/h2]
New movement sounds that vary according to how much gear is being carried have also been implemented, and although we were not able to record previews at this time, this genuine graph makes it all look very official:

In addition to all the new audio we have already mentioned, Mikson has been working on the pending map soundscapes for
747 and
Power Station. And speaking of map soundscapes, he is currently getting some done for theseā¦
[h2]Upcoming maps[/h2]
We donāt want to give too much away, but John has been creating a pure CQB level and we got ahold of a couple of sneak peek shots for you here:
āNo, you go firstā
Anyone who says GB wonāt spawn some mean horror mods is a damn foolPromising, right? Itās a nice change of mood from the current map selection, and itās sure to captivate the old R6 crowd. Needless to say, itās all a work in progress.
The new
training complex is also scheduled to hit with V1031 and replace all the old training areas with a single big map. If you havenāt checked it out yet, here are some previews:
The new Aircraft Takedown setup
The House of Pew Pew ReduxAs mentioned a while ago, you can run around this map by typing
travel training_base into the console ([~] or [Num *]) and hitting [Enter āµ].
[h2]Menu work[/h2]
Weāve also been updating the UI to be more intuitive, consistent and nicer-looking. Hereās how the
Settings screens and
key icons are coming along:

So these are some of the things that are on their way for our next main release.
In addition to the stuff we have just gone over, you can definitely expect a couple of updated models here and there, a new functionality or two, and general quality-of-life improvements and bug fixes all around. For one thing, game modes are having their foundation worked on by Kris, though we donāt have a lot to showcase from that department just yet.
V1032 work continues in the background
In case you missed
Build Update #027, animation and character work had to be pushed to V1032.
We havenāt shared progress on those fronts in a while, so letās take the time to do so in this post, shall we?
[h2]Character assets[/h2]
Some of you may recall that entirely
new character assets by freelance artist Pau PeƱalver are just waiting for the new character rig and animations to be fully setup and working in the game.
Although we have posted a lot of previews of these new assets before, Pau has since uploaded a handful of albums showcasing his GROUND BRANCH models in an even better light, so be sure to check out the eye candy
right here. Here are some teasers:


Pau has a few other GB albums up that you scroll through in his ArtStation page:
artstation.com/pawered[h2]Animations[/h2]
š§ WORK IN PROGRESS
Keep in mind that animations are all WIP and will likely receive multiple passes before their final iterations.
These previews are captured straight from the editor and therefore use simplified lighting, texturing and overall rendering. Camera placement and rigging are also subject to change.
[h3]Reloads[/h3]
Having up to four types of reload per weapon means a lot of work for Mike.
For communication and clarity purposes, we are categorizing them internally as
proactive vs.
reactive (whether you are reloading as precaution between engagements or because your weapon has run out of rounds, respectively) and
retention vs.
no retention (whether you keep the used ammo container or not). See if you can figure out which of these are which:

[h3]Prone[/h3]
Not much to talk about here, other than
prone is seeing some work again. Due to all of the possible issues that may arise with such a big feature (considering all the very complex implementations we have in GROUND BRANCH), we cannot 100% confirm prone will be ready for V1032ābut we sure as hell will try our best.
Below are some previews for crawling in various directions. Again, all WIP:
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h2]Oil Rig[/h2]
Level artist Will continues to build
Oil Rigāone behemoth of a mapāfor V1032. Take a look at these:
Post sponsored by SCO PetrolĀ®
If you ever wanted to get shot from all possible directions simultaneously, this is your map
Obligatory night shotAnd that is all we have for you right now.
Thanks for sticking with us through another year!
Weāre incredibly grateful for all the faith, loyalty and support that GROUND BRANCH keeps getting from so many of you in the community, in spite of what can be, at times, a frustratingly slow and difficult development.
This year may have been tough, and it certainly was for a whole lot of people all over the world. We canāt complain much ourselves: significant development strides were made, word of the game keeps spreading, people are playing and looking for sessions, new players keep arriving in our Discord and broader community every day, and the list goes on.
We hope that youāve had as good a yearāand holidaysāas the circumstances allowed, and that youāre able to end it in as a positive a note as we were so fortunate to.
Please stay safe, and weāll see you on the next cycle of increasingly tactical invention.
Hereās to a much better 2021,
āThe BlackFoot Studios TeamStay connected
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