Weekly Newsletter [#29]

Introduction

Greetings, friends! Our traditional report signifies the start of a new working week, and here’s what we’ve achieved over the last one.

PTS Update

New update 0.7.0.0. preview 5 has been uploaded to the PTS servers. Here’s the list of changes:

  • Fixed the experience gain formula.
  • Fixed the health bonus and regeneration after the level up.
  • Added trade sheets to the terminals.
  • Added item bonuses.
  • Added item requirements.
  • Added the nodes learning mechanic.
  • Fixed a bug with the item color in the tooltip.
  • Added the Reeker boss and Almer Prototype to the test arena.
  • Added the Raider Turret to the test arena.
  • Added the Raider wielding pistol to the test arena.

Software

Our team is still working on the quest system and the map. This week, in addition to a number of minor small functions, we implemented the floor counting system on the 3D map as well as added map zones (selected free-form quest areas of a certain location).

Character progression system is being revised and improved.

This week we completed the shotgun system and will add them to the game in the nearest future.

We started creating the sniper rifles system.

This week we actively worked on the Medusas migration and growing nests. Those who have followed the project development for a long time remember that you can observe Medusas hatching on Avalon at certain periods and seasons. The wind scatters these creatures all over the planet, and they settle at various locations forming fast-growing nests. Various types of mobs use such nests are used as a refuge, but they also contain valuable resources.

We’ve created the loot box mechanics. This mob is looking like a box on the mechanical legs and one of its features is that it always tries to run away from the player. We added this mob while updating the main game servers and now redesigned it for the new network version.

World

This week we entered the final stage of paving new roads and creating rivers of Avalon, and by this we will complete all terrain and location types, taking the future player movement into account. Our team has also improved some terrains and materials. In addition, we created a large zone with another Gunar anomaly. Players will have to study the culture of this ancient race to reveal this anomaly’s secret.

We also started developing a large instance with a boss this week. This instance is dedicated to an unusual group of people and mutants that the players will encounter when exploring the game world. We used the Infected Cave dungeon that many players explored during the PTS as the basis for the new instance. Now we will add a complex plot to this Cave change it visually.

Opponents

Our team is still working on animations for the Trog mobs.

Conclusion

Project development goes nonstop. We look forward to the quest system completion, as once this task is done we will fill the game world with content and prepare the game for the major update release on the main Steam servers. We are very grateful to all players who help us test the game on PTS servers, as well as to everyone who is waiting for the game to be released despite everything. We are sure that thanks to your help all the time and energy we spent will result in an excellent game!

If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.

Weekly Newsletter [#28]

Introduction

Hello, friends! The development of the game goes on, and it’s time to post our traditional weekly report.

Software

We are still working on the quest system and the map. The radar system is complete and at the stage of internal testing.

Our team has done a lot of work correcting the AI behavior flaws that you’ve found and reported. One of the current tasks is to fix all minor deficiencies in new nests and bosses.

The characters’ active and passive skill system is being actively improved. We are working on the skill trees.

We have begun working on the artificial intelligence for Raiders with a turret. Turrets will be found on the vans’ roofs and also as independent opponents.

The work on creating trading data assets is completed.

World

Our team is working on the content for Avalon. This week, we mainly focused on improvement of various ancient Gunar structures in all parts of the game world. Dozens of new objects, ruins, statues, and artifacts were created and added to the game.

Opponents

This week we have been intensely working on animations for Trogs. Many players remember these peaceful deer with rabid eyes that could be found near the Ark. In previous reports, we’ve already mentioned the complete redesign of the mob model, new species, and the new AI introduction. All this requires new and high-quality animations.

 

Storyline

Work on writing main and side mission is in progress. This week, our team has written and reworked various quests and NPC dialogues for the Scientific Camp. Also, this week we started working a major plot spin-off for the new instance.

Conclusion

The first autumn’s week was quite peaceful and calm, there were no accidents or major events concerning the project. Our main task is still to implement all the main mechanics and prepare the game to be updated on the main servers.

If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.

Weekly Newsletter [#27]

Introduction

Greetings, friends! The development of Project Genom continues and comes closer the point when the PTS version will be fully debugged and its functionality and mechanics will be much better than in the current Steam version. This, in turn, will allow us to finally update the main game servers. We look forward to this time and hope to work quickly on this initiative and implement all our plans. Meanwhile, it’s time for our traditional report on the work done over the week.

Software

The bulk of work on debugging and optimizing the network and database is completed! The PTS version is fully functional and stable. Of course, there are still some minor bugs, including visual flaws, but there are no critical once, thus we can move on and focus on the mechanics. This remarkable event became possible due to the diligence of all our testers, who actively helped to test the project on PTS servers. So, we’d like to sincerely thank all our players for their participation!

Our team is still working on the quest system, the map, and the radar.

Various minor flaws are being fixed. We fixed a serious bug with the experience calculation. Another major error affected the armor damage reduction and was also fixed.

We continued to improve the character progression system and now moved to a more active phase. Passive and active skills level-up system is being rapidly expanded and improved.

Our team has created the trading system allowing trade with terminals and NPCs. All non-player character will sell the same goods at different prices, which will make it possible to find the best purchase and sale prices for those players who will study the world and the range of goods provided by the merchants.

Data assets are being created for the trading system. They include all information on all items that a player can buy or sell via terminal or by interaction with an NPC. This task is rather tedious but necessary and important and will require the creation of several hundred data assets, each containing information about hundreds of objects.

Work on the artificial intelligence for the Reeker boss is now complete. Also, this week we have created AI for the Cyberhound boss. Both bosses have a distinguishable feature: players must use the interactive elements in the environment to successfully defeat them. Though the battle mechanics will be completely different and unique for each of two bosses.

World

We are making improvements to the world of Avalon.

This week, we started creating the traces of the ancient Gunar civilization. Many have already seen the gunarian pyramids in the game on PTS servers. Also, many remember the game trailer and the strange levitating sphere in the forest. All these are parts of the ancient culture of the now extinct race of Gunars, who inhabited the Avalon long before the humans landed. Traces of civilization will include remains of the ancient structures, statues, and unique artifacts. All this will be an integral part of the world, which will not only allow us to understand the history and destiny of the Gunars but also help the main character to level up.

Character

The spaceship is still being reworked and improved.

Opponents

All animations related to the Raider van are complete. This van serves as a refuge for the Raiders as the lairs for other enemies. A special feature of this van is a stationary turret on the roof, which will prove to be a serious opponent, along with the armed Raiders running out of the van.

Conclusion

With the basic work on the server part now complete we can pay more attention to the mechanics. The project is becoming more like a full-fledged game, which is undoubtedly great and pleasing. We hope that very soon Project Genom will be completely ready to be transferred to the main servers. This will be a separate big event, and we’ll certainly notify all players in advance.

If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.

Weekly Newsletter [#26]

Introduction

Greetings, friends! Project Genom continues to develop and grow, and it’s time for us to report on the progress over the last week.

PTS Update

New update 0.7.0.0. preview 4 has been uploaded to the PTS servers. Here’s the list of changes:

  • – Fixed a bug with the Steam authorization.
  • – Fixed a bug with the character loading.
  • – Fixed a bug with the character creation interface.
  • – Fixed a bug allowing several players in one individual dungeon.
  • – Fixed a number of bugs with the inventory.
  • – Added the open world refinement.

Software

We are still working on the network.

This week, as part of the work on the quest system, we began improving the map, the radar, and the tag system. The task journal is also being finalized.

This week, we started creating artificial intelligence for the Reeker, a main-quest related unique boss.

World

Our team is working on the Avalon. This week, we’ve refined many small sections of the map and added new roads. A newly created snow-covered area with lakes has also been refined: we added ice crystals and ancient ruins.

In addition to the general detailed improvement of the world, our team has begun the key quest points improvement. This week, we worked on the zone around the Arena instance. A small field camp in the middle of the desert includes the entrance to the instance but now also has a number of side quests available for the player.

Character

The game Mech is completely finished. In addition to dirt and scratch masks, we added various detail maps, glow map, maps for all weapons, and improved the general material for the Mech.

This week, we started processing the spacecraft. It’s necessary to work on the details and improve materials, but also implement all new common technical features.

Conclusion

Work on the game doesn’t stop, our team is full of energy and enthusiasm, even despite how long it takes to implement the program part. We hope that regular news and PTS testing brighten up the waiting for the game, which we really want to release as soon as possible. And we are eternally grateful for your help in finding bugs!

If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.

Weekly Newsletter [#25]

Introduction

Greetings, friends! Project Genom continues to develop and grow, and it’s time for us to report on the progress over the last week.

Software

As before, the most relevant and time-consuming part of the development is still the software part and the code. Everyone who joined the PTS testing can notice the game client updates both lesser ones and large and important, that happen once in a couple of days. We constantly improve the network and the server stability and fix the found bugs at the same time. In general, the game stability level is significantly higher than the one of the previous version, but we face some flaws thus not able to state that our work in this direction is over.

Quest system and all accompanying mechanics continue to be actively managed and developed.

This week we created the Artificial Intelligence for Raiders wielding pistols, based on the AI for Raider mobs wielding rifles

We have completed the Artificial Intelligence for the Trog mobs this week. Each type of Trogs now has unique behavior and attack features, unique combat style and specific interaction with other Trogs.

World

We’re still finalizing Avalon. This week, we’ve completed our work on the world edges. Now it’s become impossible for players to cross them. We paved many new roads and created miles of rivers. The snow-covered location with ice lakes zone has been expanded. We improved the desert are and applied many changes to biomes and generation. A number of plants are added and modified.

Character

This week we began working on a high-poly model of the Dreadnought armor suit for female characters.

Our team has completed the low-poly in-game Mech model with normal map baking and AO. Work has begun on creating the diffuse map and masks to implement the model into the game.

Opponents

We have completed all animations for Raiders wielding pistols.

Conclusion

From the artistic point of view, the game is gradually approaching the level that we would like to see on the main servers. The project code still remains the major challenge. Without a stable game version, we can’t concentrate on the mechanics alone, but it’s impossible to import the content we’ve already created without them. We hope that with the help of PTS testing and your bug reports, soon we’ll be able to spend less time debugging, and more implementing and creating new mechanics.

If you missed the latest news but waited for the opportunity to participate in the early tests, we are pleased to repeat that the PTS testing is now open for our players. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.