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Developer Briefing #60 - Marking Non-Verbal Communication Update!

Hey everyone,

Welcome to Developer Briefing #60! This week we're sharing with you our new and improved marking and non-verbal comms system, coming to Hell Let Loose as part of Update 5 in February.

To take you through this new addition we've got Lead Developer Max:


Marking and Non-Verbal Comms


We’re very excited to introduce you to the new marking and non-verbal communications system.

It would be no understatement to say that this system (along with other HUD elements like the player names) have been some of the greatest design challenges facing us.

Previously, the system has been hugely clunky and difficult to use. Select players had to pull out their binoculars in order to clunkily fire a very limited selection of marks to locations on the map - often needing to place it multiple times to make sure it lined up with the correct location. On top of this issue, the marks were poorly formatted and often highly obstructive - with lengthways text that obscured a lot of the sightline. Even worse, placing marks via the map was highly unintuitive and limited - with many icons doubling for other information (“the artillery mark is where their Garrison is!”).

We stepped back and looked at the strict purpose of the system and broke down the flow of information into a wireframe. Essentially, in a game like Hell Let Loose the Commander (the top of the information network) relies on the lowest and most numerous roots of the network (the soldiers) to collect and collate information and feed it up the line to their Unit Officer. The Unit Officer then decides on the right information to feed up to the Commander.

This system allows each Unit Officer to synthesise the information from their Unit, and allows the Commander to quickly see what each Unit is reporting back or requesting. Most importantly, it simplifies the flow of information so that the Commander isn’t needing to sift through all 49 players worth of information. Finally, the Commander can place their own marks that the entire team can see - giving a sense of direction to every level of the combat.

With this hierarchy in mind, we set about deciding how much information each level of player could communicate.


Unit Members


Unit members will have the ability to quickly ping a target using MMB. Pressing it once will place an icon - allowing them to quickly draw attention to a specific location. Should the Officer wish to quickly know who placed the ping, they can look at his unit member list and see the icon beside their name.

Pings only last a short amount of time, and are designed to quickly enable simple and fast communication in the unit. They’re not designed to totally remove the need to communicate, but to facilitate a quick way to notify your unit of impending threats or other issues.


Unit Officers


The Unit Officers have a broader array of communication functionality.



They can ping like their unit members by pressing MMB - which will place an Officer-specific mark for their unit members to see (to differentiate it from the rest of the unit).



However, unlike their unit members, the Officer can also hold MMB to open up a radial menu. The radial menu is designed to enable them to issue fast orders, mark suspected enemy Garrison or Outposts, enemy vehicles, enemy infantry or request support. We spent a lot of time balancing the functionality of the marks available with the need to not overburden the system with hundreds of hyper-specific marks.



In the same way that the Officer can place marks via the radial menu, the same marks can be placed quickly and easily straight onto the map via clicking RMB and selecting the desired mark from the dropdown. From there you can also quickly remove your marks by clicking them again.




Commander


The Commander can place a ping in the same way that all other players can, enabling him to draw quick attention to specific locations for all Officers.



Like the Officer, the Commander can also hold MMB to open up a radial menu. The Commander has access to a different set of marks - specifically designed to allow them to quickly communicate specific locations to the Officers.

The same marks can be placed quickly and easily straight onto the map via clicking RMB and selecting the desired mark from the dropdown. From there you can also quickly remove your marks by clicking them again.

Please note that we will be keeping a close eye on the system, and expect that we’ll need to adjust times or priorities within the marker system pending community feedback.

Please note that the pinging and marking system now work for the Tank Commander role in the Spotter position of all vehicles - giving this position a far more powerful influence.


New Role and Spawn Icons


If you’ve been playing or following Hell Let Loose for a while, you’ll know that the role icons and spawn icons are the resulting hangover from our Alpha - way back in early 2018. While they’ve done the job this far, the community has often pointed out serious legibility issues.



We’re huge fans of the history of iconography of World War Two and we’ve got several books worth of reference imagery. It had always been our intention to implement this into the game.



With that said, we’ve rolled out an update to all our role icons. Each one takes inspiration from the historical equivalent and then designed to achieve good legibility and fulfill it’s in-game role.


Team Selection Screen


As part of the gradual UI overhaul, the team selection screen has had some TLC. Our goal with all things related to Hell Let Loose is to bring it to a visual and functional quality that not only looks nice - but also helps to induct a new player into the game world.



This redesign will also allow us to add more functionality to this screen in the future.


There’s More!


This is not the end of the story for the non-verbal communications system, or for the HUD and UI upgrades. There have been many other changes not listed here that we expect you to discover once Update 5 releases - and we’re excited for your feedback.

Over the coming months we’ll continue to refine all of these systems and UI and HUD elements. As developers, our goal is to work with you - the community - to make Hell Let Loose as good as we possibly can. We’re always on the forums, Reddit and Discord, and while we may not always reply - we’re always making note of all feedback before discussing and prioritising it internally.


The Roadmap


The sharp-eyed amongst you will notice that we listed some additional Commander orders to be releasing with Update 4, and that we were aiming to release Recon vehicles with the coming Update 5. We want to apologise to the community and let you know that both of these are currently underway, but we weren’t confident in releasing them at the time stated on the roadmap.

To mark the start of this year, we sat down and went over our development plan for 2020 in order to line up the content to the best of our ability. We always aim to never renege on anything we put on our roadmap and so want to apologise for this slip in communication.

To that end, just after Update 5 drops we’ll be updating and refreshing our roadmap to let you know the next large features to be coming to Hell Let Loose (did someone say new ballistics and animation systems?).

2020 is going to be a huge year for us here at Black Matter and we’re really excited to have such a passionate community along for the ride. Tune in next week for a more detailed look at Purple Heart Lane and what you can expect to see in Update 5.


Have your say!


That wraps up this week's Developer Briefing!

We'd love to hear what you think about this feature, both before it launches and when it arrives in game.

As always your feedback, thoughts and comments are incredibly important and valued by the team.

Will this tick the box for you? How will you make use of these on the frontline? Let us know!

Have a great weekend everyone, see you on the frontline!

Developer Briefing #59 - Purple Heart Lane!

Hey everyone,

Welcome to Developer Briefing 59!

This week we're going to be sharing more of our next map, Purple Heart Lane, with you all.

Purple Heart Lane will be arriving in Update 5 and launch with both Warfare and Offensive (USA) Modes!


The Battleground


Prepare to deploy to Highway N13, near to Carentan, France. This location earned its name from a brutal clash between US and German forces in June 1944.

One confrontation in particular, now known as "Cole's Charge" earned Highway N13 its nickname, Purple Heart Lane...

Under a barrage of intense German artillery, Lt. Col. Robert G. Cole and his unit of 400 men charged the German position head-on. The Americans overran the Germans, but it came at a high price - the lives of 118 of Cole's men.

In Purple Heart Lane you will fight for control of the causeway and each of its four bridges. Get ready for a water-logged map with uneven terrain, new combat environments and an intense mix of short and longer range combat.


Map Recon


The bridges will be key strategic locations, particularly for map control.

Armoured crews will need to work closely with infantry to ensure safe passage through choke points.

Uneven terrain and abandoned fortifications will provide useful cover locations.

Smart use of cover can lead to sneaky manoeuvres, even in enemy held territory.

Flooded plains and bridge choke points - a new challenge awaits you.

Seems like a strong location for a Garrison, wouldn't you agree?

Be aware, there's more to this map than bridges and a causeway...

A defensible location, or shooting fish in a barrel? You decide.

Will the rivers and streams be a welcome ally, or a foe to your plans?

Those Pillboxes could be very useful in the right hands!


That wraps up our look at Purple Heart Lane, coming in Update 5!

All going well, next week we'll be looking to reveal our updated 'Markers' system and how it'll bring a new strategic option to Units in Hell Let Loose.

What do you think of our next map? Let us know in the comments!

See you on the frontline.

Play With Devs Night!

Hey everyone,

Join us today for a two hour Hell Let Loose Play With The Devs night!

All the details you need can be found here:
  • Today
  • 7pm GMT / 8pm CET / 11am PT / 2pm ET to 9pm GMT / 10pm CET / 1pm PT / 4pm ET
  • Server name - 'Play With The Devs Night'
  • Server region - Europe


See you on the frontline, literally!

Developer Briefing #58 - New Map Reveal Play With Devs Tomorrow!

Hey everyone,

Welcome to Developer Briefing #58!

This week we're giving you a first look at a brand new map coming in Update 5, as well as sharing all the info you need to take part in tomorrow's 'Play with the Devs' session!


The Next Map - First Look!


A message from Max, Lead Developer on Hell Let Loose.

"We've spoken often about some of the gaming influences that have shaped our approach to the development of Hell Let Loose, but one that deserves more praise is the fantastic Forgotten Hope 2 mod for Battlefield 2. 

In homage to the same map from FH2, we wanted to try our hand at recreating the famous Purple Heart Lane." 

That's right, Purple Heart Lane will be coming to the game in Update 5!

Below we've got a few images to give you a taste of what's coming, with a more in-depth look coming next week that will include 'those' four bridges!

Before you can secure the bridges, you'll need to secure the roads.

Ready to get your boots wet?

Flooded fields are a good sign that you're closing in on the map's key objectives...


Are you ready to fight at the site of "Cole's Charge"?


Play With The Devs - Friday 17th!


Join us tomorrow for a gameplay session with some of the Black Matter team, including Lead Developer Max!

We'll be jumping onto a European server for two hours to catch-up with as many of you as possible on the frontline.

Event details:
  • Friday 17th January
  • 7pm GMT / 8pm CET / 11am PT / 2pm ET to 9pm GMT / 10pm CET / 1pm PT / 4pm ET
  • Server name - 'Play With The Devs Night'


The aim is to have some fun with you and chat all things Hell Let Loose for a couple of hours.

We'll be doing more events like this in the future. These events will include combined events with established clans and communities, as well as playing on different server regions such as US East / West.

If you'd like to get involved in future events we'd love to hear from you.

See you on the frontline!

Developer Briefing #57 - 76mm Jumbo Variant, New Uniform Play With Devs Night!

Hey everyone,

Welcome to Developer Briefing #57!

This week we're revealing another tank variant, a new uniform for US forces and the date for our 'Play with the Devs night'.

Let's get stuck in!


A Jumbo Combo!


In last week's Developer Briefing we confirmed that the first US heavy tank rolling out would be the 75mm 'Cobra King' Jumbo.

Ain't she a beauty!

This week we're happy to introduce the iconic 76mm Jumbo variant!

Knock Knock!

The 76mm 'Nice and Easy' will be fielded as the second variant of the US heavy tank, costing slightly more fuel than the 75mm Cobra King.




Which Jumbo should you choose?


The 75mm Jumbo will be slightly cheaper than its 76mm cousin and armed with rounds that produce more shrapnel when they detonate, making it more effective against infantry and soft targets.



The 76mm will be better against German tanks, particularly more heavily armoured ones.


Deploying the Jumbos


Upon the arrival of both the 75mm and 76mm Jumbos they will be applied to specific maps / battles. This will be further expanded upon as we figure out and settle on an appropriate lineup for each game mode and battle - if you have suggestions on this let us know, we'd love to hear what you think!



As we create and add more tanks and vehicles to Hell Let Loose we'll be further tailoring the deployable lineup to be map specific. This will give the Commander the ability to choose which tanks to deploy when calling in armour reinforcements using fuel.

All going well both Jumbo variants will be rolling onto the battlefield in Update 5. This is not the last Sherman that we'll be adding!


Airborne Uniform


Dropping into Update 5 will be a new, free high-level unlock for all infantry roles on the US side.

Say hello to the Airborne uniform!

These renders are a WIP and not final. Further passes will be made before release.

We will assess a possible implementation of airborne mechanics once several key features have been polished and introduced into Hell Let Loose.


Play With The Devs Night - Friday 17th January!


We're keen to kick off 2020 by getting stuck into the action on the frontline with you all!

This will be a great opportunity for us to play with the community whilst giving you the chance to ask us questions, chat about Hell Let Loose and generally have some fun in-game with the team.

We'll also take the opportunity to ask you about how you're finding your time on the front!

For the evening we'll be running a dedicated server where members of the team will split off into different units, giving us the chance to play with as many of you as possible each round!

The Details
  • Date: 17th January
  • Start Time: 7pm GMT / 8pm CET / 2pm ET / 11am PT
  • Duration: Two hours
  • Server: European region, name pending


Full details for the event will be made available in next week's Developer Briefing on the 16th.

We're running a European server this time, but for the next one we'll look at doing a US server!


That wraps up this week's Developer Briefing, we hope you have a top weekend!

See you on the frontline.