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Development Blog #11 [June 2021]

Hello Drakelings!


Welcome to the eleventh devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of June 2021.

This devblog will be a little lighter on content compared to some of the recent ones, as most of the work that has been happening behind the scenes is related to AI, and wrapping up some level design work on existing maps. That said, we are preparing for a return to playtests the week of August 15, 2021, at which time we hope to have the remaining levels more fleshed out, and have the AI behaviors more polished so that they don’t conga line everywhere and have 100% accuracy (they already are a lot better in those aspects, but we still have a long way to go!).

Let’s jump straight into it:

Expansions

[h3]Operation: Invictus[/h3]
We have another round of the “Three Shot Burst” developer interviews prepared by the ISMC team:



Interview with Kden, developer for Operation: Invictus

Operation: Invictus is the flagship expansion for the upcoming title Operation: Harsh Doorstop. It is the newest project created by the original devs of the ISMC mod.

1. What is your biggest weapon pet peeve when playing other games? Weak animations are the first thing I notice in a shooter. Animations are one of the most important components to the "feel" of a gun in-game. It needs to feel satisfying to fire. Would it feel heavy or light? How snappy is the recoil? All of those details can improve gunplay experience for the player. This is a core design principle you'll see in Operation: Invictus.

2. What element of weapon design is most challenging to implement? It's difficult to emulate the physical aspect of a weapon in game. A well-designed weapon feels powerful. Whether you've held a weapon or not, it needs to align with your version of "realistic". And we don't (yet) get to use physical feedback to demonstrate that. So we focus on how it's held, how it reloads, how correct the model is...if we get that right, then players will love the weapon almost regardless of the in-game meta.

3. What's your favorite firearm and why? My favourite firearm would probably be the Galil ACE GEN2 in 7.62 - when it's fitted with a 40-round Bakelite magazine, it has such satisfying proportions. I also can't forget the more obscure AK-platform guns, like the AEK-971, AN-94 or SR1. They all have unique, unconventional mechanisms that make them intriguing.

Bio: Kden is the chief weapons designer and firearms expert for Operation: Invictus. He lives in Belgium where he enjoys swimming in the lake and playing football with his friends".

Here is some of the new content for Operation: Invictus that the ISMC team worked on last month:


Colt M4A1 with a Trijicon ACOG/RMR optic comboColt M4A1 with a Trijicon ACOG/RMR optic combo


AN/PRC-152 Radio, and a Princeton helmet light

[h3]Operation: Michael[/h3]
New weapons and the German character model are nearing a first pass for completion:

Chauchat and Madsen light machine guns



[h3]Operation: Overlord[/h3]
Work on replacing the US soldier character model for Overlord has begun. Only the pants and boots portion were done in June, so July’s devblog should have the more completed paratrooper model to show off:



Maps

[h3]Risala[/h3]
Risala continued to receive more level design work, and attention to the environment details. In addition, the team has been playing with new lighting scenarios:



If you have access and want to see the most current iterations of the lighting and level design, you can check it out on the Test Environment.

[h3]Argonne[/h3]
Argonne was one of the least worked on maps out of the bunch, so the level design team worked on this one a lot in June testing new lighting, swapping out blockout buildings, as well as finishing up some of the remaining trench networks:



As usual, Argonne is already much further ahead in the Test Environment, so check it out if you are curious to see where it is at now. The team has been having a lot of fun doing internal playtests on this map recently.

[h3]Monte Cassino[/h3]
More lighting experimentation, this time on Monte Cassino:



[h3]Khafji[/h3]
One more for lighting experimentation, this time to our original map Khafji:



Objects, Models, and Textures

[h3]World Props and Environment Assets[/h3]
As stated earlier, Argonne received the most love last month in regards to level design, environment detailing, and so on. The following environment assets and world props were worked on:


Church ruins, bunker pieces, trench pieces, trench mud material

Upcoming and WIP Features

[h3]Optics[/h3]
Work has now begun on creating an optic system for O:HD. We have a lot of plans for how optics will work, and these will be an ongoing project for us, but for now (as with most systems in OHDCore) we are more focused on creating a basic implementation that functions well, and gets the job done. Here is a preview of one of the optics we are working on:



Please keep in mind optics are still extremely WIP, and this is not representative of what they will look like in their final form. Eventually, we may explore picture-in-picture (PiP) optics as well, but that will likely come later on as PiP tends to be very expensive performance-wise. Most likely what will happen is, if PiP is implemented, players will be given the option to pick whether or not they want regular optics or PiP (similar to what you see in games like Insurgency: Sandstorm).

[h3]Bots/AI[/h3]
The programming team primarily focused on updating and configuring the bot/AI systems in June. For those that have been tracking, you may recall that the very first implementation of our bots was quite basic—they walked in a conga line, had 100% accuracy aim, and did not engage enemies until they were within very close proximity. Now, they spread out more, their engagement range has been increased, and their accuracy has been toned down a lot so that the firefights you get into with them feel a little more natural.

In addition to these changes, the programmers implemented AI support for larger/tiled maps, as well as integrating and refactoring other changes to the AI made outside the framework. “Boids algorithm” for group movement behavior was also implemented as well.

[h3]Software Development Kit (SDK) and Modding[/h3]
Another month of waiting for Epic to move forward with the SDK. We anticipate that the SDK will be out sometime this month, maybe next month. We have been in active communication with our contacts at Epic, and we know they are looking into it, so as soon as they are ready to proceed the SDK should become available for everyone to start experimenting with. As we stated last month, we will be sure to make announcements the moment it is available for everyone to get their hands on.



That’s it for this month folks! We look forward to sharing more with you all later.

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 you can do so through our Patreon! See you all next time!

-Goomes, Lead Community Manager






Website
Discord
Youtube
Twitter




Twitter
Discord
Website

Development Blog #10 [May 2021]

Hello Drakelings!


Welcome to the tenth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of May 2021.

To start off this month’s devblog, we want to recap a couple of major events that happened in the past few weeks: we had our very first test with bots/AI (went up to 128 bots combined with a handful of players with ease!), and we also did our first testing with a prototype system for the FOB construction system.

For the bots/AI, as you can see in the GIF below, they aren’t very intelligent yet or even capable of doing anything that impressive (all they can do right now is capture flags and shoot enemies, and they love to walk in a giant conga line), however this was a major/critical step forward in achieving our goal for the OHDCore platform to deliver players with the choice to use bots to play by yourself offline (PvE), play with or against them with friends (PvEvP), or of course play without them and only against other players (PvP). In the coming weeks and months, the programming team will be working on improving their behaviors so that the bots/AI present themselves as more cunning foes, and behave more like human players (i.e. seeking cover when shot at, understanding how to maneuver and flank, and so on).

Playtest with bots/AI—128 players and bots (mostly bots). Performance was not the greatest as I am sure you can imagine, but there were no server crashes and things ran stable the whole time. It will only get better from here!

If you would like to experiment with the bots, make sure you have Test Environment installed, and then you can use the following console commands in the main menu to start a match:

net.MaxPlayersOverride #
net.MinPlayersOverride #
Bot.Autofill 1
open MAP


Replace # with the number of bots you want, and replace MAP with whatever map you want to play (map names you can use: khafji_p, fallujah, lamdong, montecassino, argonne, AAS-TestMap). You must set net.MinPlayersOverride to be greater than 1, otherwise the autofill will not work.

Let’s get into the rest of the recap for May:

Expansions

[h3]Operation: Invictus[/h3]
The ISMC team has been hard at work continuing to produce some very high quality assets for use in the Operation: Invictus expansion. Before we get into showing off some of their recent work, their team prepared a short Q&A with one of the lead developers titled “Three Shot Burst”:



Interview with Anders, developer for Operation: Invictus
Operation: Invictus is the flagship expansion for the upcoming title Operation: Harsh Doorstop. It is the newest project created by the original devs of the ISMC mod.

1. You cut your teeth developing the extremely popular ISMC mod for Insurgency: Sandstorm. What parts of that experience contribute most to the development of Invictus? ISMC started because of my passion for guns and gear, and through it I was constantly getting better at texturing. Now I get to learn modeling on top of that! It's a very fun process collaborating with the other artists. I also learned a ton from figuring out the core features like scopes, gun handling, balancing realism with gameplay - all that stuff I did for ISMC. So for me it feels like a continuation and evolution of my work on ISMC: pure passion and fun.

2. What will be possible with Invictus that wasn't with ISMC? Oh, everything! We can do sounds, animations, game modes, every aspect of game design is open to us. We are still building the solid core systems, like scopes and gun customization, but I would take that freedom to create over restricted use of developed tools any day.

3. What music do you listen to when you code? Dream Theater, mostly! I'm a huge prog fan, so I do enjoy Opeth, Porcupine Tree, Haken and such. As a guitar player I gravitate towards more complex music, and I do plan on making some music to go with my game development projects at some point!

Anders lives in his native Norway with his partner Liv. He has been an accomplished woodworker and archer for 15 years, and crafts historically accurate medieval bows and arrows.


Here are some of the models that Anders and the rest of the team worked on last month:

MP5, TriArc Glock 19, TriArc 2011 Commander, M4A1, AWS SMU Battlebelt

At the time of posting this devblog, the TriArc Glock 19 is already available to use in game (although the animations are still not fully configured properly), and the rest will be made game ready very soon.

[h3]Operation: Michael[/h3]
The ISMC team has also been working on creating the US soldier character model for Operation: Michael:



These models should be available to preview on the Test Environment.

[h3]Operation: Rolling Stone[/h3]
In May, work began on the USMC soldier model concepts that were shown off in April:



These models are also now more or less completed and can be found in game.

Maps

[h3]Risala[/h3]
Risala has continued to receive detailing and design passes to further flesh the map out:



[h3]Lam Dong[/h3]
Lam Dong underwent a list of updates and improvements, including updates to the lighting, tweaks to the water color to make it look more blue, the landscape was repainted, and more ground cover/debris was added to add to the overall detail.



[h3]Monte Cassino[/h3]
Monte Cassino received further blockout work to the Abbey building, as well as detailing passes to the fields and nature areas around the map.



[h3]Argonne[/h3]
Argonne continued to receive detailing passes to the foliage and landscape, and the team began laying out the trench assets throughout the various trench lines across the map.



Animations

More gun animations!

TriArc Glock 19, M1919A2 Browning Machine Gun, AKMN, MG42 (not final/WIP), P38

Objects, Models, and Textures

[h3]Weapons[/h3]
Rifle mounted grenade launcher variants of both the M1 Garand and Kar98k were created:



[h3]World Props and Environment Assets[/h3]
More props were created for use in all of the levels:


PMC and Insurgent faction flags for Invictus, barrels, gun powder canisters, sandbags, and spike walls for Rolling Stone, and some traffic cones (the Pooky Special)

Upcoming and WIP Features

[h3]Software Development Kit (SDK) and Modding[/h3]
Not much to report here other than we are still waiting on Epic! As we have mentioned in prior devblogs, all of the paperwork is done, agreements signed, and so on, so the ball is in Epic’s court. We will be sure to make announcements the moment it is available for everyone to get their hands on.

[h3]Bots/AI[/h3]
As mentioned at the beginning of the devblog, we now have the very first iteration of bots/AI in O:HD. They are available to play with on the Test Environment branch of the game. Just to reiterate, if you would like to experiment with the bots, make sure you have Test Environment installed, and then you can use the following console commands in the main menu to start a match:

net.MaxPlayersOverride #
net.MinPlayersOverride #
Bot.Autofill 1
open MAP


Replace # with the number of bots you want, and replace MAP with whatever map you want to play (map names you can use: khafji_p, fallujah, lamdong, montecassino, argonne, AAS-TestMap). You must set net.MinPlayersOverride to be greater than 1, otherwise the autofill will not work.



Work now begins on some initial configuration and optimization, and then we will be working on expanding and adding greater depth to the AI behaviors so that they will be more interesting to play with. Some of the behaviors that we will be working on include, but are not limited to, the ability to bound and peel, flank and maneuver, seek hard cover and/or concealment when being shot at, being able to operate in fireteams/squads/platoon-size elements (varying levels of command), use vehicles and static emplacements, and more. All of this of course will not happen overnight and will require a lot of time and dedication from the programming team, but we are quite confident that we will be able to get there when all is said and done.

[h3]Building/Construction System[/h3]
Last month we did several playtests where we tested out a prototype of the building/construction system that we have shown off in prior devblogs. We collected a good first round of bugs and feedback, and now the system is being rebuilt for a more proper implementation. One of the new features that is being worked on for that implementation is snapping:



We hope to have another updated version soon as we push towards having a first iteration ready for a stable build.



That’s it for this month folks! We look forward to sharing more with you all later.

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 you can do so through our Patreon! See you all next time!

-Goomes, Lead Community Manager






Website
Discord
Youtube
Twitter




Twitter
Discord
Website

O:HD Playtest Session (Sunday, June 13th @ 5:00PM EST)

[h3]Hi everyone,

We are holding a playtest for O:HD on Sunday, June 13th @ 5:00PM EST over in the O:HD Community Discord.

For this playtest, we will be using the Test Environment, and will run for however long people want to play.

We look forward to seeing you there![/h3]

O:HD Playtest Session (Friday, June 11th @ 5:00PM EST)

[h3]Hi everyone,

We are holding a playtest for O:HD on Friday, June 11th @ 5:00PM EST over in the O:HD Community Discord.

Playtests are always on the main branch of the game (not Test Environment), and will run for however long people want to play.

We look forward to seeing you there![/h3]

O:HD Playtest Session (Sunday, June 6th @ 5:00PM EST)

[h3]Hi everyone,

We are holding a playtest for O:HD on Sunday, June 6th @ 5:00PM EST over in the O:HD Community Discord.

Playtests are always on the main branch of the game (not Test Environment), and will run for however long people want to play.

We look forward to seeing you there![/h3]