Devlog #009 - Status update
Hello operators!
These are strange times. The COVID-19 pandemic has turned the world upside down and the nostalgia-ridden universe of Thunder Tier One is no exception. We've been working from home, keeping in touch on a daily basis, and pushing forward with what's on the roadmap for Thunder.
AI has been gradually polished and adjusted. We want the enemies to be challenging and to force the players to think and plan, instead of bursting in and shooting at everything that moves as if protected by an invisible bubble. AI soldiers will make decisions on the spot, this includes flanking, changing positions from cover to cover, hiding and ambushing Thunder operators whenever the situation requires or allows it. There is still a lot to be done, though, as we want to add some more layers of complexity and allow for more realistic approaches to specific situations.

We've also been working on adding a lot of content to the game, including dozens of weapons such as pistols, submachine guns, assault rifles, shotguns, DMRs and sniper rifles. The same goes for gear, we’ve added helmets, vests, armor, pants, hats and backpacks. A lot has been going on in that department, from the modelling and in-game implementation to considering weapon attachments and paying special attention to weapon characteristics like rate of fire, type of ammunition and how the reloading process occurs.
This brings us to another topic of our development process. We're working on fine detail animations for reloading, vaulting, climbing and many others, gradually adding them to the game and making sure everything runs smoothly and looks and feels realistic.
Another thing we haven't talked about is the inventory system. We do plan to show it to you in a detailed devlog, but we've been waiting because we want to show you something close to what you'll get when the game is released. For now, know that you'll be able to search for ammo, weapons and utility items on the battlefield. Frisking an enemy combatant and using his weapon when you're low on ammo can also prove invaluable. This is something you'll see the AI controlled soldiers do as well. When they run out of ammo, they'll look for other weapons and ammunition they can use to complete their mission.
Suppressed AKM with PBS-1 and side-mounted PSO-1
The rest of our time and resources are being applied to the missions you'll see on the single and multiplayer campaigns on Thunder Tier One. We've been working hard on creating vivid, realistic and dynamic mission maps that'll make you want to explore them in as many ways as possible. We've been gathering references and building up a realistic world, making it nice and tidy so that you can blow it all to pieces! We're aiming for 10 campaign missions and quite a few multiplayer deathmatch arenas, and we can't wait to show them to you!
Suppressed L96A1 with PMII optics
Stay tuned for more information about Thunder Tier One! Join us on Discord for more information!
STORM OUT
These are strange times. The COVID-19 pandemic has turned the world upside down and the nostalgia-ridden universe of Thunder Tier One is no exception. We've been working from home, keeping in touch on a daily basis, and pushing forward with what's on the roadmap for Thunder.
AI has been gradually polished and adjusted. We want the enemies to be challenging and to force the players to think and plan, instead of bursting in and shooting at everything that moves as if protected by an invisible bubble. AI soldiers will make decisions on the spot, this includes flanking, changing positions from cover to cover, hiding and ambushing Thunder operators whenever the situation requires or allows it. There is still a lot to be done, though, as we want to add some more layers of complexity and allow for more realistic approaches to specific situations.

We've also been working on adding a lot of content to the game, including dozens of weapons such as pistols, submachine guns, assault rifles, shotguns, DMRs and sniper rifles. The same goes for gear, we’ve added helmets, vests, armor, pants, hats and backpacks. A lot has been going on in that department, from the modelling and in-game implementation to considering weapon attachments and paying special attention to weapon characteristics like rate of fire, type of ammunition and how the reloading process occurs.
This brings us to another topic of our development process. We're working on fine detail animations for reloading, vaulting, climbing and many others, gradually adding them to the game and making sure everything runs smoothly and looks and feels realistic.
Another thing we haven't talked about is the inventory system. We do plan to show it to you in a detailed devlog, but we've been waiting because we want to show you something close to what you'll get when the game is released. For now, know that you'll be able to search for ammo, weapons and utility items on the battlefield. Frisking an enemy combatant and using his weapon when you're low on ammo can also prove invaluable. This is something you'll see the AI controlled soldiers do as well. When they run out of ammo, they'll look for other weapons and ammunition they can use to complete their mission.

The rest of our time and resources are being applied to the missions you'll see on the single and multiplayer campaigns on Thunder Tier One. We've been working hard on creating vivid, realistic and dynamic mission maps that'll make you want to explore them in as many ways as possible. We've been gathering references and building up a realistic world, making it nice and tidy so that you can blow it all to pieces! We're aiming for 10 campaign missions and quite a few multiplayer deathmatch arenas, and we can't wait to show them to you!

Stay tuned for more information about Thunder Tier One! Join us on Discord for more information!
STORM OUT