Wrapping up 2025
[p]As 2025 comes to a close, I wanted to updated you on the developpement that occured these passed few months, from October until today.[/p][p]For a summary of the work that was done earlier in the year, please refer to the 9 months in development article ![/p][p]As you can see, gameplay and content were the main focus of these past months. Content will be even more important next year, since gameplay is getting quite close to complete.[/p][p][/p][p]You can find all these updates weekly on the game's Discord sever if you prefer.[/p][p][/p][p]On a more personal note, I just became a father, and will spend some weeks focusing on family life. Hopefully, next year will be an eventful one for Ballistic.exe! Thank you for your continued support.[/p][p] [/p][h2]Gameplay[/h2][p][/p]
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[/p][h2]Content[/h2][p][/p]
[/p][h2]Graphics[/h2][p][/p]
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[/p][h2]User Interface[/h2][p][/p]
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[/p][p] [/p][h2]Optimisation[/h2][p][/p]
Tooling[/h2][p][/p]
[/p][h2]Sound[/h2][p][/p]
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- [p]Meta events manager and implemented first meta events ( events triggered by player progress, related to story/lore of the game )[/p]
- [p]Teleportation logic and shaders: a special target can be shot (with enough energy) to teleport yourself to a new location in levels[/p]
- [p]Updated target management, using target pools to handle what targets are available after teleportation[/p]
- [p]Improve and fix random sway, removing a small drift that happened over time while aiming[/p]
- [p]Getting close to a final list for the game's weapons, at least the weapons that will take you to the game's "ending" (there may be more weapons to unlock after that, including post-launch content)[/p]
- [p]Use a distributed sway randomness, sway will have the same range but favors smaller movements[/p]
- [p]Spotter cards now correctly notify when impact could not be spotted (mostly when it is behind an obstacle)[/p]
- [p]Use interaction logic in shooter pawn to switch to Spotter or Computer Console, instead of dedicated inputs[/p]
- [p]Allow manipulated parts to snap when within a small threshold - for example, avoids the Air pistol to fail firing because the barrel is only 99.9% closed, which can be frustrating and confusing[/p]
- [p]Graduated targets grant a different reward for each concentric region[/p]
- [p]Light bulbs can be shot! This will not help ( https://x.com/gabriel_d_L/status/1982404919434133659 )[/p]
- [p]Target center can now be manually specified, avoiding incorrect target center calculations in certain cases[/p]
- [p]Big refactor of the unit conversions and display, as a C++ plugin for Unreal Engine. It is released freely on Github (https://github.com/Elbriga14/* TicTacToeUnitConversionAndFormatting) (still WIP though, with only US Imperial, Metric, and some British imperial units supported.) Can't wait to add all kinds of units to this.[/p]
- [p]Cartridges can now be unlocked, a special target may be marked every once in a while in the range, and shooting it successfully unlocks a new cartridge type[/p]
- [p]Expanded TicTacToe's Unit Conversion And Formatting[/p]
- [p]Spotter now has a laser that can be toggled if you want to mark a location (such as last impact)[/p]
- [p]Reworked timings and UI for focus system due to user feedback[/p]
- [p]Match view rotation with aiming rotation when exiting aiming[/p]
- [p]Cartridges that are not fired are now refunded when exiting range either through "finish session" or quitting game[/p]
- [p]Weapon templates now are saved and reapplied when switching weapons, instead of reverting the weapon to defaults everytime[/p]
- [p]This also allows for weapon configurations to be saved between game sessions! I think this will increase the feeling of really owning one of each weapon and making modifications to it[/p]
- [p]Opens the door to saving different configurations per weapon later on perhaps[/p]
[/p][h2]Content[/h2][p][/p]
- [p]Improved main hub environement and optimisation of existing geometry[/p]
- [p]Blocking of the game's first level[/p]
- [p]First level environment and level design, a number of assets have been made ( Floodlights, Crates, Trucks, TirePiles, sandbags, Tents, Bodybags, Watchtowers, Barriers, tables, barrels... )[/p]
- [p]Improve front sight models for Sten and Air gun[/p]
- [p]Add MOA accuracy characteristics to cartridges[/p]
- [p]Improvements to the small swimming pool map[/p]
- [p]More updates to small swimming pool map[/p]
- [p]Add 3 new pellet types for air pistol: Round nose, hollow hornet, solid hornet[/p]
- [p]Adjust air gun manipulation values[/p]
- [p]Remove multi-hit challenge from fruits (could come back as a challenge that is only possible with smaller calibers, since higher calibers make fruit go splosh)[/p]
- [p]New version of the end-level reward sequence, still WIP but feels way more... rewarding![/p]
- [p]Improved swimming pool environment[/p]
- [p]New parts for Air pistol: Wooden ergo stock, fixed sight, flip-up sight, fluted barrels[/p]
- [p]Weapon parts setup (prices, properties)[/p]
- [p]Improve reward sequence animations, meshes and shaders, add background environment[/p][p][/p][p]
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- [p]Setup navigation mesh in stadium map[/p]
- [p]Setup tiers for lasers and foregrips[/p]
- [p]Move first quest to first level instead of valley map[/p]
- [p]Added a new weapon to the game, I won't say what it is though 🤫[/p]
- [p]Quest areas level improvements[/p]
- [p]First quest dialogue updates[/p]
- [p]Wrote up script for next video[/p]
- [p]Set values, prices and progression for a ton of parts[/p]
- [p]Wrap up build candidate for testing[/p]
- [p]Add plastic training ammunition for 9x19mm caliber[/p]
[/p][h2]Graphics[/h2][p][/p]
- [p]Add ambiant post process material per zone of levels[/p]
- [p]Glass shader for hub level[/p]
- [p]Environment is muted during weapon manipulation to make it more readable[/p]
[/p][h2]User Interface[/h2][p][/p]
- [p]Show attach item type in shop thumbnail[/p]
- [p]Update pistol rear sights with HUD UI[/p]
- [p]Reworked Ammo dispenser UI[/p]
- [p]Changed the UI used for cartridges in the inventory ; now cartridges are represented with an abstract symbol, each cartridge type having its own symbol[/p]
- [p]Objectives are now represented not as text, but with pips like illustrated, avoiding localization problems[/p]
- [p]Unit preference system:[/p]
- [p]Spotter now displays distance to target[/p]
- [p]Spotter now displays estimated accuracy at distance[/p]
- [p]Spotter now has a toggleable accuracy overlay[/p]
- [p]Scroll log to last entry[/p]
- [p]Display units according to player settings in several more palces[/p]
- [p]Target types now correctly displayed in hit cards[/p]
- [p]Reorganized the workshop UI[/p]
- [p]Weapon edition mode now shows value differences with previous configuration[/p]
- [p]Implemented a metadata asset system for more efficient loading of purchasable items when approaching shop[/p]
Tooling[/h2][p][/p]
- [p]Setup system for rendering ammo thumbnails[/p]
[/p][h2]Sound[/h2][p][/p]
- [p]Started adding ambiant and UI sounds[/p]
- [p]Fix weapon drifting with use when shouldering while recoil is applied[/p]
- [p]Generalize pawn interaction logic into its own component[/p]
- [p]Fix interaction prompt UI and logic during aiming and manipulation[/p]
- [p]Remove air gun muzzle flash[/p]
- [p]Many fixes leading to a test build sent to a few close colleagues for testing[/p]
- [p]Manipulation of rotating parts was significantly improved[/p]
- [p]Cleanup hard references in the code for cleaner memory management[/p]
- [p]Fixed soft lock when pausing when in hand position mode[/p]
- [p]Setup attach type and categories for all existing weapon parts[/p]
- [p]Fixed critical bug when objective completion and token rewards are not saved at the same time, leading to buggy save files[/p]
- [p]Fix teleportation controller orientation[/p]
- [p]Fixed an issue with the way weapon templates are created and saved behind the scenes, resolving issues where setting an attachment to nothing would sometimes not register[/p]
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