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📋Devlog - Update

Salute,

This is a news post to keep you updated on the current stage of development and what to expect in the upcoming patch, which I’ve been working tirelessly on.

[previewyoutube][/previewyoutube]

As I mentioned earlier, a lot of time is being dedicated to reworking the character animation controller. The previous one was just a placeholder, and now it’s time to replace and refine it.

Just a very brief overview of what's coming in the new patch...

Fully reworked player character.
Characters can now be stripped down to nothing, making looting even more meaningful.
Weapon handling, shooting, and many other control mechanics have been improved, adding realistic behavior and new possibilities.
This was a massive task, but it was planned from the start and primarily enhances the gunplay experience.

Optimization.
Due to extensive optimization work, the number of simultaneous players per match has been increased to 40 (without performance loss).
This opens up new possibilities for game modes and will definitely be considered during the core game loop integration.

The game will also feature meta-progression and the main game loop.
More details on this will be shared later.

This is just a brief list of what's coming in the next patch. I can't wait to finish at least an intermediate update.

If you'd like to support the project before release, you can do so on Patreon.

Should an intermediate patch be released when it's ready or push it to the end?

📋Devlog – Overhaul & Patch Delay

Hey everyone,

I wanted to give you all a quick update on the next patch and why it's taking longer than expected. The main reason for the delay is the massive overhaul of the animation controller. Working hard to improve the system, but as with any complex feature, there have been multiple failed attempts along the way.

That said, development is still moving forward, refining the framework to ensure everything works smoothly, and aiming to show results as soon as possible. Your patience and support mean a lot, can't wait to share the improvements with you.

Stay tuned!

Cheers,
Dev

🔧Patch 0.8.1.32201

[h3]Hello,[/h3]

This is an intermediate patch aimed at ensuring the game works seamlessly with the updated server.

New:
  • The server-side has been significantly improved. This will enable the integration of all planned social tools for communication between players, camps, and event organization.


Fixes:
  • Fixed a bug where dropping a weapon from the backpack also caused the weapon in hand to be dropped.
  • Fixed a bug where dropped weapons were invisible, although still visible through the inventory.
  • Fixed some nuances in bot behavior.
  • Other minor fixes.


As significant effort was put into revamping the server-side, there was less time for the main game. I am now returning to the development of planned improvements and necessary meta elements of the game.

🚧Backend upgrades and maintenance. 13.01 - 17.01

Hello Everyone,

Please be advised that this week, due to ongoing work on a new patch, there may be occasional connection and loading issues caused by backend upgrades and maintenance. Your understanding and patience during this time are greatly appreciated.

See you soon!

Update 0.8.1.2


[h3]Hello,[/h3]
There hasn't been any news for a while because was unwell and spent most of the week resting. I'm feeling better now and getting back to work.
Over the past weeks, a lot has been done, and numerous changes have been introduced to the game, especially in its meta-systems.

[h2]Fixes:[/h2]

  • The Wilderness mode has been renamed to Sandbox.
  • Fixed incorrect visual representation of bot shooting.
  • In the Sandbox mode (formerly Wilderness), bots now spawn on both sides.
  • Fixed incorrect location capture visualization progress.
  • Fixed a bug where the Sandbox map failed to load after switching from another map.


[h2]Meta:[/h2]
  • Each tactical point can now be captured, and controlling populated areas allows your team to spawn there.
  • Controlling technical locations enables the purchase of heavy weaponry.
  • Controlling warehouses allows you to replenish resources for tactical and technical locations and purchase equipment.
  • Communication locations provide the ability to track enemy movements.
  • Resource unloading is now instant and performed with a single click.
  • Equipment and vehicle orders in the main camp are now purchased with personal funds, while purchases on the map require warehouse resources.



[h2]Improvements:[/h2]
  • Significantly reworked the damage system based on weapon caliber.
  • Major improvements to missile launching and control systems.
  • Enhanced visual effects.
  • Kill feed is disabled by default and can be enabled in server settings.
  • Updated and improved the T72B tank model.


[h2]New Additions:[/h2]

Added a new vehicle: IFV Mitsubishi 89.
Weapons:
  • Oerlikon 35mm KDE.
  • 2 guided anti-tank missiles Jyu-MAT.
  • Type 74 machine gun (7.62mm).


Added a new vehicle: KS-19 100mm anti-aircraft gun, with armor-piercing and fragmentation ammunition.
(Available in the list of stationary weapons in the construction menu)


Added 2 types of jeeps:
  • Humvee – a transport jeep for cargo.
  • Humvee Type 93 SAM – equipped with Type 91 (80mm) infrared-guided surface-to-air missiles.


Added a new helicopter: AH-1W.
Weapons:
  • M197 Gatling gun (20mm).
  • M272 with AGM-114 Hellfire (180mm).
  • M260 with Hydra 70 (70mm).


Numerous other minor fixes and improvements.

[h2]Next Steps:[/h2]
For now, work on vehicles and related mechanics will be paused (except for the fact that another tank will be added in future patches). I plan to focus on developing meta-systems. This means that in the upcoming patches, you can expect:
  • Soldier progression systems.
  • Expanded base-building capabilities.
  • Integration of all planned tools for these systems.


I hope to implement everything as envisioned.
Thank you to everyone who continues to support me and the project, reporting the issues, you're the best!