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Operation: Harsh Doorstop News

Development Blog #5 [December 2020]

Hello Drakelings!


Welcome to the fifth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of December to close out 2020.

The push continues to finalize our set of features for our next round of playtest sessions, and bring us closer to early access release. As usual, we do not like to provide dates, but our current tentative target for the next playtest sessions will be March, and tentative early access release on Steam will be expected in May. We will be sure to keep everyone in the loop if these date ranges shift, but given the current tasking for the development team, this is our prediction for when we will be ready to start rolling these things out.

It is also our goal to release the first version of the SDK to the modding community when the game goes live on Steam, however, realistically this will probably take more time as there is a lot of backend engineering/programming and bureaucratic work involved in order to deliver it to modders in a fully functional state and that will be usable with the game. We will of course keep everyone apprised of the status of the SDK and when we anticipate that it will become available.

On to the December recap:

Maps

[h3]Khafji[/h3]
The level design team is now in full swing in detailing mode, meaning we are rounding the corner on having a first fully playable version of Khafji! We have prepared a bunch of images showcasing the first detailing passes that the team has been working on in December that we hope you enjoy:









Detailing will be an ongoing process, and will continue over the next few months—Khafji is a 4x4km map and every single building on the map is fully enterable, so building up the attention to detail will take time. All buildings will be fully enterable, and either be highly detailed to a AAA quality standard, or at the bare minimum have a basic detailing pass* (i.e. for the rooms that are less high traffic or just don’t need a high level of attention, our goal is to have them at least looking like a staged listing for a condo that is for sale, if you can imagine what that would look like).

*Disclaimer that the version you will play at the next playtest sessions and on early access release will probably not be quite as detailed as the standard I just outlined, and will require more work beyond early access release, but we want to share our personal goals as we chronicle our map making process to you all now that we have started to hit this stage.

Objects, Models, and Textures

[h3]World Props and Environment Assets[/h3]
More props and objects to replace placeholder assets and help fill out/detail the world were worked on in December:





Upcoming and WIP Features

[h3]Squad System[/h3]
Programming work has continued on the squad system and features that players will use to group up together while in game. We are now testing and bug fixing a first version of this in the Test Environment branch. A few words from the lead programmer that is working on this feature:

Work was performed primarily on containers for platoons, squads, and squad members that can efficiently replicate any actions performed to said containers on the server to all the relevant clients that should know about them. This enables us to have more performant, robust management of squads and platoons overall which is very important given the fact that they will be tied to just about every mechanic in the game to some extent.

[h3]Rework to Ammo and Med Bags[/h3]
As we discussed in the last devblog, we are currently undergoing a rework to the way ammo bags and med bags function.

A description from the programmer that is working on these systems:

Auras are now working for bags held in your hands, and they will restore health and ammo, but there is also a generic aura that can be used for anything else (i.e. there is an "aura system", so we can use the same area-of-effect mechanic for other things should there ever be a need for it). The auras can restore infinitely or with a limit—there's a checkbox to make bags last forever or expire, you set the "capacity" how you want it. It's basically the same mechanic as with the things you drop on the ground, but now it works while holding it in your hands as well.

These changes are also now being tested and bug fixed in the Testing Environment branch.

Warfare 1944

A handful of existing world props and assets for Warfare have been retextured and cleaned up as we continue our push to facelift some of the old/placeholder visuals:



We are still working towards setting up the next playtesting events for Warfare, however, we are still waiting for the right time to push all of the changes and fixes that have been made to the main branch before we do so (right now all of this is taking place on the Test Environment branch, which has certain administrative and debug tools enabled that we don’t usually like to playtest with). A lot of the underlying systems (such as leaning/proning, the radial menu, squad systems, reworks to the rally points and med/ammo bags, and so on) that have been developed alongside the work going on with O:HD will be included in that update, so it should be a pretty big one for Warfare. Make sure that you track the Steam events for Warfare, and/or join the Discord (links below) to stay up-to-date on when these next playtest sessions will begin!



Thanks to everyone that took the time to read the devblog! We are very excited for what’s to come in the new year, and we look forward to picking back up playtests to show everyone all of the work that has been done.

Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

-Goomes, Lead Community Manager






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Development Blog #4 [November 2020]

Hello Drakelings!


Welcome to the fourth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work the team completed in the month of November.

As promised in the last devblog, we wanted to give you all an update on our plans/goals that we would like to complete leading up to the next public O:HD playtesting sessions:

[h3]What is done:[/h3]
    For a full recap of what the team has completed since shifting focus over to O:HD from Warfare 1944, please refer to devblogs 1, 2, and 3.

[h3]What we plan on having ready for our first returning playtests (in first iterations, i.e. these will all improve and be expanded upon over time):[/h3]
    Khafji map in a “beta version” state (layout done and first passes of detailing to give it a lived in look and feel)
    Functioning squad system
    Functional VOIP and text chat systems, including but not limited to local proximity voice chat, radio comms between your team/squad and between squad leaders, and global/team/squad text chats
    Functioning FOB and rally point systems
    Basic player controller including weapon handling, running, stand and crouch leaning, and proning
    Basic weapons—rifles, pistols, grenades (frag and smoke), rocket and rifle-mounted grenade launchers, and machineguns
    Basic support mechanics—ammo resupply, and medical bags and bandages for health regeneration
    Suppression mechanics
    [Stretch Goal] Basic transport vehicles (if we cannot get these in we will be sure to have infantry focused map layers so you do not have to run significant portions of the 4x4km map every time you die!)
    [Stretch Goal] Basic AI/bot support
    [Stretch Goal] Tracers

Please keep in mind this list is subject to change, but this is our best prediction based on the tasks we have ahead of us and the team's speed. In addition, as we have stated in the past, we do not typically like to give dates or time ranges, since the time requirements needed to complete some of these tasks can often run into unforeseen roadblocks that take extra time to work through. That being said, our objective is to have all of this ready for playtesting events by March 2021. If there are any necessary adjustments or delays to this goal we will be sure to let everyone know!

Let’s dive into what the team has been up to in November:

Maps

[h3]Khafji[/h3]
Khafji continues to take up the bulk of work on O:HD right now. As was stated in the previous devblog, this map is going to be the most time consuming out of the rest of the maps we plan on making as many of the modular and expansive tools that they are using in order to build up and detail the map are still being created from scratch. This map will play a crucial role in how future maps will be made, and how they will look and feel.

That being said, many portions of the map that were blocked out to determine where buildings would be placed, alleys and streets would flow, and so on are now being replaced with actual final assets. From November moving forward what you will start seeing is the map getting filled out with detail, post processing and lighting effects being added, and overall gameplay balancing being done to the layout.

In addition to this, the team is working on creating infantry-focused layers with flag capture points that are more tight knit and require less travel time on foot so it will be easier to get into the action before vehicles are introduced (we are also working on this for Warfare 1944 as well!).

Some screenshots of the overall level design and how the map is coming together:



And some more building variations being pieced together using our modular building tools:



Animations

Our animator has completed animations for the AT4 and RPG-18 launchers, as well as the bandages for the US and RU factions (all of which can now be tested in the Beta Branch of O:HD, although please keep in mind many things revolving around all of these are placeholder):



Objects, Models, and Textures

[h3]Gun, Grenade, and Rocket Textures[/h3]
The GP-30 grenade launcher for the AK74, M67 grenades, and AN-M8 smoke grenades all received some texture facelifting last month. In addition, the rocket for the RPG-18 has been textured:



[h3]World Props and Environment Assets[/h3]
A whole slew of new world props and environment assets were also modelled and/or textured to bring some more character and detail to the world:



Upcoming and WIP Features

[h3]Leaning and Proning[/h3]
The first iteration of leaning and proning is now rounding the corner and undergoing internal testing in our Beta branch (you can check both of these out right now if you have access to this). We still have plans to polish and refine them more, but we felt that having the basic functionality in sooner rather than later would add a lot to the overall gameplay experience and will help us acquire early feedback to make sure the final versions are just right.

Crouching left/normal/right stance

No photos of proning this time around, that one needs more work (if you look at it in the Beta branch you will know why!). We should have more to share with that in the next devblog.

[h3]Squad System[/h3]
The programming team is currently working on implementing the first version of the squad system, where you will be able to group together with other players into more organized squads for better tactics and planning. Here is how the first version will look:



[h3]Radial Menu System[/h3]
Soon we will also have basic functionality for the radial menu system that will be used to build FOBs, deploy rally points, call out enemies, and so on:



Please note that the actual radial menu UI look and feel (such as the icons, text, etc.) is placeholder and for functionality only—eventually this will all receive a facelift to look better and match the other UI. In addition, the image shown above was taken outside of the actual game/OHDCore framework and still needs to be merged into it.

[h3]Rework to Ammo and Med Bags, and Rally Points[/h3]
Recently we decided to make some changes to the way that our ammo bags, medical bags, and rally point system will work.

Moving forward, ammo and med bags will now replenish any teammates' ammo and health that are within a certain radius of the player holding the bag (in other words no more throwing them on the ground).

With rally points, these will now be deployed via the radial menu by a squad leader (versus how it was before where you would equip it like your weapon and then throw it on the ground). Deployed rally points will last for a certain amount of time and then expire/disappear (the time limit of which will be determined by server owners). If an enemy enters the radius of a rally point, it will now be completely destroyed, whereas in the old system this would simply prevent players from spawning (FOBs will work that way instead since they are meant to be a more permanent spawn point).

Both of these new systems will be placeholders until we build in more advanced systems, such as proper FOBs and more advanced medical systems (like bleeding).

Warfare 1944

Not much to report on the Warfare 1944 front this time around, we just have some new textures and models for barbed wire barricades and sandbag walls to coincide with our ongoing facelifting to Warfare’s art style:





Thanks to everyone that took the time to read the devblog! On the next devblog we will have a lot more content to drop, including a more thorough showcasing of the Khafji map after the team has had a chance to start really fleshing the map out with more detail.

Make sure to join the DRK Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time, and we hope everyone has a happy New Years!

-Goomes, Lead Community Manager






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Development Blog #3 [October 2020]

Hello Drakelings!


Welcome to the third devblog for Operation: Harsh Doorstop. For this update, we will be covering the work that the team did in the month of October. Once again, there is not a ton of new content to show like there has been in previous devblogs, however, we do have some exciting updates in regards to bots/AI that we know a lot of people are anticipating. On the next devblog, we hope to have an updated roadmap outlining our current and upcoming steps/phases to get to our next playtest sessions, so keep an eye out for that.

Let’s get into it:

Maps

[h3]Khafji[/h3]
A lot of critical work continues on the creation of the map Khafji. This is one of the more significant time consuming maps that the team will be working on, as many of the modular and expansive tools that they are using in order to build up and detail the map are still being created from scratch. That said, once these tools are completed, it should make the process in which we make maps much more efficient and quicker.

Some more WIP photos of general level design:



A demonstration of some of the modular building pieces that the team are creating from scratch in order to more quickly build out new and diverse buildings:



Vertex painting materials that will be used to add variation to assets:



Objects, Models, and Textures

[h3]FOB Buildables[/h3]
The 3D modeling team has been cranking out a ton of new assets that will be used in the FOB building features that are being prepared, mostly pertaining to ammo and supply crates, and foxhole models:



Foxholes will be deployed similarly to how hesco firing positions, and other prebuilt FOB buildables will be created by players. Ammo and supply crates will be used in order to restock/resupply your team:



[h3]Grenades and Bandages[/h3]
And finally some new grenade and bandage models:



Upcoming and WIP Features

[h3]Bots/AI[/h3]
We are very excited to share a first preview of the bots/AI that are being worked on for OHDCore, and that will be available for use in both Operation: Harsh Doorstop and Warfare 1944 (and any other future titles or mods built using OHDCore). Please keep in mind that the following preview video was set up on a test map that is in-engine (not in game yet), and utilizes character model assets from Warfare 1944:

https://youtu.be/ttue3Zw0ujA
A brief description from the programming team of how the AI system will work:

"This is the first version of our AI. It is based on the 'GOAP' architecture that was popularly used in F.E.A.R. series. NPCs currently have only three actions at their disposal: Go-to, Attack, and Capture-the-flag. They have basic aiming implemented, as you can see in some of the first-person footage, but it is not yet animated. This is why their shooting looks a bit off sometimes. At the end of the video you will see our nav-mesh setup."

The team is still working on merging these new systems into OHDCore’s framework, so once that is in we will be a lot closer to having this available during our playtest sessions. We look forward to sharing more with you all as these systems become more advanced.

[h3]Leaning and Proning[/h3]
Unfortunately, we have no footage for you on this just yet, as there is still some preliminary programming and animation work being done to hook these systems into OHDCore’s framework before we have anything worthwhile to share with you, but right now this is a top priority for the team to get in. We will hopefully have a video or GIF images included in next month’s devblog to show how these systems will work, and how they will look/feel.

Warfare 1944

There are no major updates this month for Warfare 1944 other than the fact that the Japanese faction is now in the beta branch. Once bots/AI and leaning/proning are ready to be tested, we will likely be testing these systems through Warfare to refine them for our upcoming O:HD playtests. Keep an eye on the DRK Discord to see when we will be testing this out.



Thank you to everyone who took the time to check out the devblog! That’s all we have for you this month. We are hoping to have a revised roadmap for you all on the next devblog as well, which will outline our path to starting back up our playtesting sessions for O:HD—it has taken a bit longer than we had initially anticipated, but we have some good things going on in the studio which is allowing us to develop and create a lot of the desired systems that we thought would take us longer to actually get into the OHDCore framework, O:HD, and Warfare 1944. Thank you to everybody who has been patient with us and continued to support us in our endeavors, we could not do it without the support of the community!

Make sure to join the DRK Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

-Goomes, Lead Community Manager





Website
Discord
Youtube
Twitter




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Development Blog #2 [September 2020]

Hello Drakelings!


Welcome back to the second devblog for Operation: Harsh Doorstop. There is not as much to show off this month as other months, as most of the work in September related to getting the Khafji map ready for our upcoming playtests, however, there was some important progress that went into Warfare 1944 that we will be sharing here since it is directly related to O:HD’s development.

If you aren’t sure how Warfare 1944 relates to O:HD, we highly recommend checking out the last devblog in the series for more on how they work together, and what OHDCore is (the underlying framework for both games).

Let’s get into it:

Maps

[h3]Khafji[/h3]
In the month of September, a lot of work has gone into further building out Khafji, swapping blockout buildings with more detailed buildings, and further development of our internal tool sets that will allow for faster and more high quality level creation (such as modular building sets).



Some before and after shots:



A showcase of some of the “final” buildings (i.e. these are for what is called “look dev”, and are meant for conceptual development of the look and feel of the overall level—eventually they will be improved even further):



A display of some of our modular building sets:



And last but not least, some more foliage being worked on for this level:



Objects, Models, and Textures

[h3]FOB Buildables[/h3]
Our 3D modeling team has continued work on creating objects and models that will be used in the FOB buildables feature once that is implemented, including hesco barriers set up in walls and other various arrangements, as well as sandbags:



Deployables Systems
DISCLAIMER: The images that will be used in this section come from our other game Warfare 1944—as stated at the beginning of the devblog, if you do not understand how Warfare relates to O:HD, we highly recommend checking out the last devblog in the series for more on how they work together, and what OHDCore is (the underlying framework for both games).

[h3]Rally Points, Ammo Bags, and Med Bags[/h3]
We have now incorporated a first pass/iteration of rally points, ammo bags, and med bags. These same systems will soon be integrated into O:HD, however, at the time of this devblog we only have them ready to go in Warfare 1944. That said, because the underlying systems have now been programmed, it will not take long to put them into O:HD—they will be in by the time we pick up our playtesting sessions again. They still need work to add more depth, but the basic functionality is there.

Textures on the ammo and med bags are not final.

Rally points are placeable by Squad Leaders, and will enable the entire team to spawn on them for the life/duration of the RP (for now—once we have a proper squad system in place, only your fellow squad members will be able to spawn on them). If an enemy gets within a certain radius (25 meters), the spawn point will turn red and nobody will be able to spawn on it while any enemies are nearby.

Ammo bags are placeable by the Rifleman class in order to resupply your team. To start, because they do not differentiate between ammo and grenades (yet), the ammo bags will replenish 5 mags/clips every 30 seconds in order to counteract the ability for people to spam grenades. Once ammo and grenades are separated, this will change.

Med bags are placeable by the Medic class in order to heal your team. Now that these are in, we have removed health regeneration, so if you want to heal back up you will need a medic. We are also currently discussing how to handle revives and buddy medical systems internally, so once we have a more concrete idea of how we want to create these systems we will be sure to do so in future devblogs.

All values for the deployables will continue to be balanced and adjusted over time as these systems become more advanced.

Upcoming and WIP Features

[h3]Swimming[/h3]
We now have basic swimming in Warfare 1944, which means this system is not far out from being implemented into O:HD as well. Once again, at the time of this devblog we simply do not have this system integrated into O:HD yet, so I am using an image from Warfare to demonstrate this:



[h3]Bots/AI[/h3]
Work continues on bots/AI. Right now, the programming team is working on merging this system into OHDCore so they can see a first implementation into the game (even if they are not very good/smart). I hope to have a preview of this for you all by next devblog!

Warfare 1944

Other than the work that was shared above (which I have separated from this section since those are systems that are also directly relevant to O:HD) the Japanese faction is now right around the corner! The animation team has finished creating the remaining third person animations that were needed in order to add them in, which means the multi-faction system (which will also be used for things like the Russian faction in the future) can now be implemented. Soon we will finally have the proper factions on our Pacific Theater maps. Keep an eye out for future Warfare 1944 playtests to see when we will be testing them out!



That’s it for this month, thank you to everyone who took the time to check out our updates! We will keep you all posted on when the next Operation: Harsh Doorstop playtests begin—the team is working extremely hard trying to get the game to a state where we feel it will be ready to start playing with everyone again, and we can’t wait to show you all of our progress in a real, tangible gameplay environment.

Make sure to join the DRK Discord, and/or follow our Steam announcements to know when this will be, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

-Goomes, Lead Community Manager





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Discord
Youtube
Twitter




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Development Blog #1 [July-August 2020]

Hello Drakelings!


Welcome to the first official devblog for Operation: Harsh Doorstop. Since the first major reveal at the end of April, the team has been hard at work with Warfare 1944, not just developing content for that, but also creating some of the major/vital systems that we will need for both projects being created on OHDCore (if you would like to see a more detailed breakdown of our progress during this time, check out Devblogs 1, 2, and 3 for Warfare).

Starting in July, the team started shifting over to O:HD after wrapping up some last milestones in Warfare, and are now solely focused on bringing it up to speed and getting it ready for playtesting. Because it has been a few months since our last playtest, and there hasn’t been any major coverage of it while we were working on Warfare, I would like to briefly recap what O:HD is, what OHDCore is (and how it fits into the picture), and our overall philosophy for creating this project.

To start, if you have not seen Bluedrake42’s video covering his inspiration for these projects, I would highly recommend watching it to better understand his motivations for starting Drakeling Labs.

[h3]What is Operation: Harsh Doorstop?[/h3]
Operation: Harsh Doorstop is a tactical/milsim shooter that portrays a fictionalized conflict between US and Russian forces in the Middle East during the Gulf War/Desert Storm era, and will be the main game created with OHDCore. O:HD is heavily inspired by Project Reality for Battlefield 2, and will be our take on a proper spiritual successor to it. Tactics, teamwork, exhilarating combat, and immersion are a top priority for us with this title.

[h3]What is OHDCore and why are we making it?[/h3]
OHDCore is a framework and platform for tactical shooter and milsim games that will enable the community to make their own creations within the genre, complete with Steam workshop integration and full modding support. Once released, it will be free, and users will be able to download the SDK from the Epic Launcher for direct use with Unreal Engine 4 (similar to how other games make their own tools available, such as Ark, Insurgency: Sandstorm, Squad, Conan Exiles, and so on).

OHDCore is primarily being created as we feel there is currently too much stagnation and lack of innovation in the tactical shooter/milsim space, which tends to result in the same game concepts, tropes, and gameplay styles being constantly recreated year after year. On top of this, these games often come with a price tag of upwards of $30+ each time there is a new release for what we personally feel is not a significant amount of change. Not to mention, depending on how the game’s files and server infrastructure are set up, there are often times little to no recourse for the community to continue keeping these games alive once they are no longer supported (especially since AI/bot support seems to be becoming a lot less common to see).

Our goal is to create a platform for the community that has the long term in mind, is completely free (no microtransactions or in-game monetization schemes), incorporates all of what we believe are the best core elements of the genre, and that is fully open/modifiable so the community can alter it to their heart’s desire while utilizing all of the features and tools of Unreal Engine. Our philosophy is, if we do this right one time, and for free, it will stimulate true innovation and improvement in the genre (hopefully), which we believe is something that the tactical/milsim shooter community deserves and is long overdue to receive.

[h3]What about Warfare 1944?[/h3]
Just in case you are unclear as to how Warfare 1944 fits into the picture, this is our second game being developed using OHDCore, and is a demonstration of the flexibility/versatility of the framework—O:HD will remain more hardcore/realism-focused, while Warfare is a more casual experience, similar to the likes of the classic Battlefield 1942. Warfare 1944 is $10 on Steam, and is one of the ways that we fund the development of O:HD/OHDCore (which will always be free)—we feel this is a more consumer friendly way to monetize the platform and fund our projects than other methods that are commonly employed in the industry, and a much better fit for us as a studio (plus we get to make a lot of different types of games, which help us experiment with concepts and further refine our workflow processes). Warfare also has the added benefit of improving O:HD/OHDCore as it is developed since they share the same systems!

Now that we are caught up with the premise behind our projects, let’s get into the work for O:HD that has been underway for the past couple of months:

Recap

First, we wanted to re-share a few photos that we have shown in the past to showcase some of the models and textures that were created and used for the initial pre-alpha builds. Attention to detail, high poly models, and realistic textures/materials will be a focus with all O:HD assets. Enjoy some stylized images/renders that we had created to show off some of this detail:

AK74 w/ Plum Furniture, M16A2, Makarov Pistol, Knife Model, US Soldier Character, Binocular Models, Humvee Models, Various Materials

O:HD also currently features one map, called ‘Paktia’. Paktia has served as a good initial starting map, but is largely not representative of what future O:HD maps will look and feel like—it hasn’t really been worked on in over a year, and is made up of many assets and design choices created by developers that have come and went, but it is still worth showing as a juxtaposition to what players can expect from the upcoming map Khafji.



Check out one of Bluedrake42’s past gameplay videos to see more of Paktia, as well as the state of the game prior to the updates that will be made soon.

Maps

The level design team has been hard at work outlining and getting the first official map ready: Khafji.

[h3]Khafji[/h3]
Khafji is a town located between Saudi Arabia and Kuwait, and was the location of the Battle of Khafji, which was the first major ground combat to take place in the Gulf War. Our interpretation of Khafji is of course not exactly 1:1, but we are doing our best to reflect the town and area during the time as much as we can (while still fitting within gameplay balance). Here are some great images from the real conflict in 1991 that will be used as reference when establishing the aesthetic/feel.

Here is a preview of Khafji and all of the planning work that is going into it:



At the time of posting this devblog, the map is currently in an early planning and blockout phase, where the team is prototyping flag capture layouts, outlining building placement (all buildings are created from scratch), and planning out core level design concepts to make sure that the flow and feel of the map mesh well with the gameplay loop and overall experience that we want to deliver.

[h3]Foliage Wind Effects and Blending Materials[/h3]
New foliage wind effects, and dynamic blending materials used for tasks such as detailing wall textures have been created for use on Khafji and other future maps. You can see a demonstration of this here:



We look forward to showing everyone how this map will come together once the team progresses past the blockout face and the map is prepared for playtesting!

Animations

Our animator has been working on establishing a better workflow integration for bringing animations into the game, and tweaking them to be just right, as needed. He has completed animations for the M16A2 w/ M203 UBGL, AK74 w/ GP-30 UBGL, the M60, and the PKM. Here are some renders showcasing how they will look:



Yes, we are aware of the bugged bipod on the M60 animation—it’s already fixed, I just couldn’t get a new render from the animator in time for the devblog. Also, sorry for any low image quality for these GIFs, there are only a few options for me to get them to show up like this on Steam, and unfortunately this means sacrificing the quality of what you see here. If you would like to view these animations in higher quality, go here and select the animation you want to view.

Objects, Models, and Textures

Over the past couple of months, our 3D modelers have been creating new weapon models and variants of existing weapons, as well as some props that will be used in building out and detailing Khafji and other future maps.

[h3]Weapons[/h3]
Two new weapons—the M60 and PKM machine guns—have been fully modeled, textured, and animated (as you can see above). They are already hooked up and available in internal development builds where they are undergoing some initial balancing passes, and will be ready to go for the first playtest once they start back up again.



The existing M16A2 and AK74 have also received new variants to include UBGLs—the M203 for the M16A2 and the GP-30 for the AK74—which will be featured in the Grenadier class kits.



Please note that in these images, some aspects of the weapons are still WIP (such as the GP-30 UBGL being untextured). In addition, we wanted to make it clear that in the case of the M16A2 and AK74 images, these are the exact same models posted at the beginning of the devblog, however, they are not being presented here in the same stylized, highly detailed renders, so they may not look as good in these images (it will all look more high quality and consistent once in game). The PKM and M60 have the same attention to detail as well.

[h3]World Props[/h3]
The 3D modeling team has also been creating a variety of world props that will be placed in Khafji and other future maps to help detail the levels:

Hesco barriers, a modular industrial pipes set, some “cool” air conditioning units, the iconic entrance arches to the town, and a crude oil storage tank

Upcoming and WIP Features

The programming team has been working on hooking up all of the improvements/features made in the past few months with Warfare 1944, including but not limited to: machine guns, grenades, grenade launchers, rocket launchers, improved UI elements, VOIP indicators and text chat, an updated flag capture interface, server admin tools, and (most recently) an updated hitreg model. If you would like to learn more about the aforementioned items, I would recommend viewing Devblogs 1, 2, and 3 for Warfare. This should be everyone’s first real glimpse of how development of both of these games work in tandem, as many of these improvements are not just done for Warfare, but rather for the underlying framework that both games are being built on (OHDCore).

[h3]Hit Registration[/h3]
It is no secret that the existing hit registration model that we have been using throughout our playtest sessions for Warfare had some issues—this was a placeholder model that we intended on replacing with a more advanced and robust system. The new model is now in and in a testing phase, which will lead the way to players having a much more precise and accurate shooting system. This will be an ongoing project in the coming months to ultimately get it where we want it in the end.

In this new model, client-side prediction has been added for more immediate feedback when firing your weapon, which essentially means a "fake" projectile is immediately spawned on the client for visuals without having to wait the server round trip time to catch up, thus making the gunplay feel more responsive. This has also allowed us to optimize bandwidth usage and server replication performance of all live and newly-spawned projectiles, which improves synchronization between client and server projectile instances. Not only does this improve the responsiveness of the gunplay, but it also helps us to reach our goal of expanding max player counts in the future (beyond 64 players per server).

In addition, this will enable us to start working on cool things like tracer visuals, which will help with things like understanding where incoming fire is coming from.

[h3]Deployables[/h3]
Now that the initial first pass on an updated hitreg model is more or less completed (which was a major programming hurdle that needed to be tackled before we moved on to other features), deployables are now finally going to move to the front of the line, and will be receiving a lot more attention. We should see the first iteration of rally points, ammo bags, and med bags in O:HD. These will potentially be ready for the first playtest, but if not then they will come very soon after.

[h3]Bots/AI[/h3]
The programming team is also now starting to more heavily prioritize bots/AI. Right now, this is still in an extremely early phase which involves a lot of research and preparatory work, so as a result there is nothing to really show off just yet, however it is a high likelihood that we will see a first implementation of this while we are working on O:HD. We will keep everyone posted on our progress, as this is a complicated undertaking, and it is going to take some time to get it where we envision it.

Warfare 1944

As we have indicated, the team has now shifted over to working on O:HD. Warfare will now temporarily take a backseat while we bring O:HD up to our next milestone goals, and then once we shift back to it, there will be a lot of new and anticipated features and content that will be implemented. Because the work on Warfare has winded down in the past month, there is not a whole lot to show off, so there will not be a dedicated devblog; that said, here are a couple of animations that have been done for two new weapons that will be added—the highly requested FG42, and a Trench Gun:



Like the previous animations in the devblog, if you would like to view these in higher quality go here and select the animation you want to view.



That’s it for now everyone—if you have gotten this far, thank you for taking the time to read! As always, make sure you join the DRK Discord and subscribe to Bluedrake42 on Youtube to stay up-to-date with development progress, and keep track of when we will be hosting the next playtests. We look forward to seeing everyone soon on the battlefields of Khafji for our first return back to O:HD!

-Goomes, Lead Community Manager





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