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DRONE PERSPECTIVE News

Hostile Tank (prototype), AI spawner, Cluster Munition Explosion.

[p]Hi,[/p][p]
This is a small update, but it brings a bit more fun, and I don't want to hold it for too long on the shelve.
Adding following assets to the in-game editor based on your requests from Discussion:[/p][p][/p][p]NOTE! For now this update is available only in the full version of the game![/p][p][/p][h3]Tank Prototype[/h3][p]
First glimpse into the vehicles.
It is scary.[/p][p]
It has zone based damage, holds approximately 3 shots in the front, 2 shots in the rear, but it is more complex than that (because tracks on each sides are counted as separate zones + ERA is respected).
AI is very basic at this stage, but it is good enough to test anti-armor gameplay with Bravo squad.[/p][p]Share what you think in the Discussions, so I can do adjustments and improvements.[/p][p][/p][h3]
Cluster Munition Explosion[/h3][p]T0MaT0 asked for HIMARS strike, didn't specify details, so I've added this:[/p][p]Works the same same as other explosions, can be ordered from the Editor Panel (F7), not connected to the gameplay (yet).[/p][p]Want to improve it more eventually, e,g, fix distribution to be more realistic, but current randomness at least somehow mimics the chance of being hit.

For now you can just use it for fun in the editor, eventually with the upcoming scripting update it can be used as a highlight for your missions, and eventually it will make its way into the inventory.[/p][p][/p][p][/p][h3]First AI Spawner[/h3][p][/p][p]Very first and basic version to support "infinite" gameplay. We have to start somehwere.[/p]
  • [p]Spawns AI and then respawns it, if AI dies.[/p]
[p]Rinse and repeat until spawner destroyed or "disabled" by level script.[/p][p][/p][p]Works well in combination with Hold your Ground, and Psy Wave objectives.
I will upload a couple of maps for you to show how to use it.[/p][p][/p][p]More advanced and realistic spawners will come later.[/p][p][/p][h3]Other Changes[/h3][p]I am slowly approaching next optimization pass, have a lot of ideas what to do and discovered good vectors of work already.[/p][p]Until then made a really fast and rough tweak in animation budget allocator:[/p]
  • [p]Max animation budget is tweaked from 15ms to 10ms .[/p]
[p]That will free up much needed additional 5ms of performance on some low-end configurations in exchange of less frequent animation update.
Hopefully no one will notice it, because Significance Manager will do its job hiding it.
[/p][p][/p][h2]Map Makers keys give away[/h2][p]This month map maker to receive additional gift key is Duckman for creating Urban Invasion and Liberation maps. (Please accept my friend invite, so I can send you the key).[/p][p]Will use Urban Invasion map as a benchmark, for the upcoming AI optimizations ;)[/p][p]Also FIY you can finally draw asphalt with brushes, don't abandon this map. It's cool.[/p][p][/p][h2]Other news[/h2]
  • [p]VEIL Production has been finally officially registered as a company![/p]
[p]That allows me to buy much needed hardware, legally pay invoices to translators, and so on.[/p][p]I can finally get myself a Steam Deck and optimize the game for it.[/p][p]Upcoming optimization track will help to support multiplayer as well.[/p][p]Don't know yet what will be done faster - optimization or scripting update.[/p][p]For more detailed news, welcome to Dev Diaries on Discord: https://discord.com/invite/zvaTETkyjM[/p][p][/p][p]Thank you for your neverending support and trust. And thank for your recent Steam reviews as well, they truly help with financing this project![/p][p][/p][p]Wishing you all good weather and peaceful skies!
Stay safe![/p][p][/p][p]//Demetri[/p]

Update #4: Weather and Level Editor Quality of Life

[p]Hi,[/p][p]This is a very technical update, but I’ve managed to squeeze in a bit of goodies too.[/p]
  • [p]Weather selection is now available in the level editor (Clear Sky, Cloudy, Sunset, Desert).[/p]
  • [p]Object grouping in the level editor is now supported via “Container Object.”[/p]
  • [p]Support for Instanced Objects has been added (currently for sandbag asset and bushes).[/p]
  • [p]A new, much cleaner JSON format to power all of the above.[/p]
  • [p]Placement rotation randomization for more natural look of some assets.[/p]
  • [p]A couple of new assets added - I’m saving most for the next update.[/p]
  • [p]Like button added to Simulation browser.[/p]
  • [p]Fixed that annoying crash during landscape modification (!)[/p]
[p]My goal is to be able to produce levels of same quality as in the story mode using only in-game level editor, and this goal is much closer.[/p][p]Very nerdy details and why this update is so important below.[/p][p][/p][h2]Weather Selection[/h2][p]For your scenarios you can now choose weather - "skylight state" and fog level.[/p][p][/p][p]Sky Light state affects how atmosphere behaves - cloudy weather will dissolve shadows, while "sunset" will create some stylish vibes. Fog will add a touch of mystery.
Play with time of day for the additional dramatic effect.
(For example try foggy 5 AM with crispy Desert atmosphere - mmm).[/p][p]Weather is not linked to AI systems yet, but this time will come too, rather sooner than later.[/p][p][/p][p][/p][h2]Object grouping[/h2][p]Organizing your level assets is important - it simplifies level editing a lot.[/p][p][/p][p]Instead of previously existing predefined groups, now you can distribute your objects into your own groups using "Containers" menu.
Just name your container and all newly placed objects will end up in the named container.[/p][p][/p][p]Objects store their locations relatively to the root of the container, so moving or sharing group of assets will be much easier (TBD).[/p][p]You can organize your levels per area of the map, and, for example, have Scripting in the separate group, or even in multiple groups for complex scenarios.[/p][p][/p][p][/p][h2]New JSON format[/h2][p](Backward compatibility preserved).[/p][p]Previous JSON format had imperfections. New format is using pure JSONs without any additional symbols and "shielding".[/p][p]It looks clean, it is easier to maintain + external systems can understand it better too and even generate you something thoughtful.
[/p][p][/p][p][/p][h2]Instanced Object support[/h2][p]Instanced object are cool. They allow you to render thousands of similar objects using just a few drawcalls. That means you can go crazy and flood your levels with such objects without major performance limitations.[/p][p]For now instanced functionality activated only for "sandabag" and bushes, but this is just the beginning. More assets to come.[/p][p]Think about debris / garbage generation, foliage an so on.[/p][p]Again, conveniently saved with the new JSON format.
Each container will have their own group of instanced objects inside.[/p][p]Minor downside to be aware - Physics overlap (e.g. Erase or explosion) for instance objects is not 100% precise, but it works good enough.[/p][p][/p][h2]Placement Randomization[/h2][p]Allows a slight XY axis angle randomization to provide a more natural look of fences and lampposts.[/p][p]Placement menu was reworked and moved a bit to give more space for future improvements, and to explain concepts like "Step Lock"[/p][p]Overall help in the level editor was improved with tooltip.[/p][p](I promise you to record some tutorials to show how it all works, I am just not a YouTube person and it is a bit harder for me, so it takes more time).[/p][p][/p][h2]New Assets (a little bit)[/h2][p]Not much this time - just a couple of containers (pun intended), and mentioned above instanced sandbag and bush.[/p][p][/p][h2]Like button in the simulation browser[/h2][p]Don't miss Like button in Workshop. It makes a bit easier to rate other people's levels.[/p][p]And remember:[/p][h3]I am giving away keys from the full game to mapmakers![/h3][p][/p][p]If you can't buy this game, just make and upload a couple of maps to the Demo. I check and play them from time to time.[/p][p]If I see that people like your levels, and that your levels are promising - I will reach you on Steam and will give you the key from the full game, which you can either use for yourself or make a gift to someone.[/p][p][/p][p]Latest key gift was sent to echoactually for making Operation OxyClean.[/p][p]Drop him some likes :)[/p][p][/p][p]And last, but not least...[/p][h2]Annoying landscape crash is finally fixed! [/h2][p]issue was caused by foliage removal operation combined with sculpting operation.[/p][p]Now I am using a safer pipeline, which clears the area from foliage and then automatically recalculates the foliage after the sculpting operation is finished.[/p][p][/p][p]That means drilling holes in landscape is much safer now, so I added -20.f Dirt brush so you can emulate dirty roads.[/p][p]I want to add more to functionality to Brush UX, but as you can see this update is massive already.[/p][p]Have to wrap it up somewhere.[/p][p][/p][p][/p][p]If you reached that far - Thank you for your interest and for the support you give![/p][p][/p][p]Game is gradually moving forward and with that update there is no more technical debt left in the level editor. That means I finally can focus on adding new assets and writing new features.[/p][p][/p][p]
Wishing everyone in the Northern Hemisphere a great summer![/p][p](and a gentle winter to those in the Southern!)[/p][p]Stay safe![/p][p][/p][p]Always yours,
Demetri[/p][p]
[/p]

Update #3: Voxel Based Level Editor

Hi,

Based on your requests, I have prioritized level editor and it was a very fruitful month.

  • Level editor migrated to fully dynamic voxel-based landscape technology!
  • Terrain sculpting and painting are now possible.
  • You can create and assault your own trench networks.
  • More cosmetic assets added to the level editor.
  • You can create scenarios and send your own chat messages from your maps.
  • Editor onboarding map available in the workshop, search for "VEIL: Simulation tutorial".


This update is a major shift and improvement in the game technology!
You can do a lot with voxels, and it has a lot of synergy with the existing destruction.
Realistic craters, digging in, even 3d tracks from tanks - everything is possible with voxels.
Final goal is to be able to deliver missions of the same complexity and visual fidelity as story missions using solely an in-game editor.

[h2]Fully dynamic landscape [/h2]
You can finally paint roads!

Landscape tooling is in the initial stage, but allows you to create complex shapes already. and on top of it, it already has support for editable brushes (In the next updates, I will add the ability to save your favorite brushes).

Your map save file now contains two main parts: .json file for your objects, and .vxl file for your terrain.

Landscape textures are not final, and will be improved.
(I had to temporarily sacrifice cell bombing technology to deliver you this update, but it's hard to notice behind the grass ;) )

[h2]Trench networks[/h2]
Editor assets palette was expanded.
Trench networks assets are the most prominent addition.
System has a lot of flexibility, and you can create trenches of any complexity.
Trenches have snapping to levels, and work well with the provided landscape sculpting tools.

Make sure that trenches are connected with floor tiles with each other to guarantee that navmesh is correctly built.

[h2]More editor assets[/h2]
Main focus was around trenches, but other categories were updated too.
- New [REDACTED] enemy type.
- A bit of cosmetic assets.
- New in-editor objectives.
Don't miss the ability to send your own chat messages in your scenarios!

Try "VEIL: Simulation tutorial" in Workshop to get guidance.

Current state of the editor allows you to create your own short missions with your own narrative and tell your own war-time stories.
With trenches available you can replicate known battles, for example, you can already try the famous Brecourt Manor assault.


[h2]How to find it[/h2]
For stability reasons this update is applied only for an in-game level editor called Simulation Browser.
You unlock it during solo-campaign after the level WOOD.
Story levels will use previous landscape technology for a while.
This update is available in the Demo as well without any limitations.


And if you read that far:
Somewhere around next Friday I will be activating the first discount.
It will probably be just 10%, but if it saves you money, hold on from buying for a week and spread the word.

If you like this project and this update, please, please, remember to drop your Steam reviews.
It helps with visibility and funding a lot.

Always yours,
Demetri


PS I also welcome you all to participate in the ongoing discussions. You can contribute a lot to the decision making process with your opinion and ideas. it helps already.

HotFix to prepare for the upcoming voxel based landscape.

Hi,

Preparing the foundation for the dynamic landscape with this preliminary update.

- Migration to UE 5.5
- Fixed broken input on Toggle Chat button
- Fixed objective input clue in mission BLOW and ROOF
- Fixed Zoom Widget not hiding on x1 zoom
- Post Processing shader update to support Custom Stencil Depth (it will be useful soon)

- Voxel plugin added, but not activated yet (!).

I am currently finalizing fully dynamic voxel based landscape on my side.
It looks very promising: trenches, asphalt roads, landscape brushes.
If everything goes according to the plan, you can expect it next week.

if there are any issues, don't hesitate to tell.
You can know more in Dev Diaries on Discord.

Build v137 Gamepad Support

Gamepad support:
  1. Gamepad and Steam Input support added.
  2. Game is fully playable on the controller.
  3. Dynamic control guides added.
  4. Game editor supports controller, but not yet documented.
  5. You still will need keyboard to enter secret codes (TBD).


Additional features and fixes:
  1. High speed mode for scout drone (Hold Shift modifier to activate).
  2. Fix for "Attract squad attention" ping color.
  3. A couple of exotic crashfixes related to target selection.