Dev Blog 67 – The only good Bug is a dead Bug

It’s that time again – welcome back for our 67th development update!

This week has been a mad flurry of testing, bug fixing, polishing, and optimization. The features that will be in EA have been 99% locked down at this point, and the goal now is to make sure that everything is solid for launch. NPCs specifically have received a ton of love this week; a few highlights are improved visual randomization, animation randomization, and copious amounts of overall polish.

We made some solid progress onthe optimization front as well; Ian went through a ton of particle systems throughout the game and remade them to improve rendering performance, and Christian improved our back-end zone system which turns off objects when they’re not needed.

The last highlight for this week is that Alayna has started work on our next trailer! We’ve been holding off on putting this together for awhile, so we could focus purely on development. This means that there’s a ton of new stuff to share (which you already know if you’re reading the blog each week!), and we’re looking forward to putting it up… when it’s ready! Stay tuned.

Adam

  • Updated Item spawn lists to ensure all new items are spawning appropriately in game
  • Extensive testing, identifying and tracking down bugs
  • Fixed various bugs in main scene

Alayna

  • Continued work on writing datalog content
  • Planned out new trailer
  • Began work on collecting footage for new trailer

Christian

  • Tweaked scene loading system to improve load times
  • Improved custom zone culling system for significant performance improvements
  • Fixed various NPC bugs
  • Converted all NPCs to use smoother “blend tree” movement system
  • Added slow and fast combat movement sets to all NPCs
  • Restructured NPC animators to improve the responsiveness of combat
  • Tweaked Stage 2 Afflicted to have much more sedentary behavior, as well as more variation in their idle animations
  • Added footstep sounds to all NPCs
  • Added NPC animation randomization system
  • Fixed bug with subtitles

Patrick

  • Enhanced detail in certain areas of the environment
  • Finished Recylcer and Rehydrator models
  • Modelled specialized colliders for all stairs in world
  • Tracking down modelling errors througout the world
  • Fixing these errors!

Ian

  • Remade a huge amount of particle effects in order to improve performance
  • Various bug fixes

Mathew

  • Enhanced detail in certain areas of the environment
  • Continued work on props for new area to be added after EA launch

James

  • Properly integrated full map system; all areas of the environment are now included in the player’s minimap!
  • Improved stability of all doors
  • Improved broken bone/bleeding status effects, as well as implemented proper UI indicators
  • Many, many more miscellaneous bug fixes

Chris

  • Huge amounts of bug fixing on:
    • Datapad menu
    • Status menu
    • Kiosk menu
    • Options menu
    • Building Interaction menu
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Dev Blog 66 – Echo, Echo, Echo…

Welcome back! Has it already been a week since the last post? Time flies!

We made some seriously awesome progress this week on all fronts. Bug fixing and stability testing has been continued, and increasing with every week. This week in particular, the inventory, death, and Genome Point menus were the main targets of the bug hunt. In case you missed the post about Genome points way back in the day, this screen allows you to spend upgrade points gained depending on how successful your last life was. Even though death is final in PAMELA, you’ll always gain at least a few Genome Points to make some progress with every life.

Narrative integration has also been progressing nicely, with “Echo” emitters being placed throughout the world and tied into dialogue. You’ll have to explore every nook and cranny in Eden to uncover all of them to learn Pamela’s full story! That’s all we’ll say on that before launch. :)

Last big note this week is Patrick and Mathew finishing up the low-poly Map geometry. This low res version of the world will feed into the AARM’s map menu and assist in navigation throughout the world. Almost 2 years to model the world itself, 2 weeks to model the map version. Not bad guys!

Full list below; there’s so much this week that I only mentioned a small fraction above…

Adam

  • Finished dirt pass on Promenade District props; this was the first area to be fully modelled in the game, and somehow became the last to be polished off before launch!
  • Cut up some new revised animations for Afflicted Stage 1, Stage 2, Reaper, and Seeker NPCs
  • Set up revised on/off lighting states for the world which can be toggled by using certain props in the world, if the district has enough power, that is
  • Assigned Pamela “Echo” emitter IDs throughout world

Alayna

  • Wrote voice lines for all NPCs, which will be undergoing a vocal overhaul in the next few weeks
  • Placed Pamela “Echo” emitters throughout the world; you’ll have to track these all down to uncover her full story!
  • Imported finished Pamela vocals into project, and set up subtitles in Unity editor
  • Began work on writing datalog entries that can be found throughout the world
  • Started polish pass on different power states for the world – each district can be turned on, off, or emergency mode, and each of these setups needs to be hand made for the best results

Christian

  • Converted all NPC animator systems from state-based to blend trees, making their movement smoother and less erratic
  • Implemented a major performance optimization into our zone-culling system for a nice framerate boost
  • Reimported all NPCs, now including rigged eyes and facial blend shapes, for huge improvements in NPC believability!
  • Performance optimizations on NPC rig set ups to squeeze out a few more frames
  • Created procedural facial blending system for NPCs to make use of new models
  • Finalizing NPC animators, and adding miscellaneous new animations

Patrick

  • Finished map geometry
  • Created “Echo” emitter model
  • (almost) finished new Recycler and Rehydrator props; I’ll let you guess what these do…

Ian

  • Made several improvements to the lighting/power system
  • Refactored interactive prop code for increased flexibility
  • Re-implementing Kiosk store props for improved performance and cleanliness
  • Several performance optimizations on keypad objects

Mathew

  • Finished modelling, and organizing all map geometry
  • Created large canteen, and purifying tablet
  • Starting props for a completely unique new area, which we’ll be working on soon

James

  • Cleaned up Death Menu and Genome Point menu
  • Implemented proper Genome Point collection based on player performance in-game
  • Genome Point screen now properly locks out abilities above the player’s level

Chris

  • Created Pamela “Echo” Emitter, and added functionality to play back Echos within Datapad once found
  • Fixed a ton of bugs on inventory menu
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Dev Blog 65 – The Bug Hunt

Greetings once again dear readers, and welcome back to the weekly dev blog! The bug hunt continues and intensifies this week with tons of new fixes and some truly impressive optimisation. So far we’re all still alive, with only a few minor injuries (mostly to computer hardware) but the hunt has only just begun… well not really but that sounds more dramatic than “ongoing bug fixing is progressing as expected”.

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Dev Blog 64 – Hello, 2017!

Welcome back to the ol’ weekly blog, for our first post of 2017! From the whole team at NVYVE Studios, we hope you guys all had some great time off with friends and family over the last few weeks. We were able to catch up on some much needed rest and relaxation ourselves, and are excited to kick off a great New Year and get P.A.M.E.L.A. into your hands!

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