Weekly Newsletter [#49]

Introduction

Hello, dear friends! The game development goes on, we’re coming closer to the main server update, and here’s another traditional weekly report on the work done over the last week.

Software

At the moment, thanks to the efforts of our enthusiastic testers on the PTS version of the game, we were able to collect enough data on all the components that require improvement and received comprehensive information on most of the critical bugs. Thanks to all the information received as well as the extensive code optimization, now we’re able to conduct a full improvement of the PTS version to make it playable as soon as possible. Besides this extremely important development phase of the current month, this week we’ve:

  • Improved the Mech weapon system.
  • Refactored the chat with the process affecting the database.
  • Added the /changerole chat command that allows loading roles from the database, changing them and saving them in the database.
  • Fixed the local chat channel.
  • Added the ban command.

World

Our team is also focused on expanding and developing the quest zones.

This week, we’ve added and set up a Brawler cave.

We’re creating a large Raider camp and work on the surrounding terrain. This camp will be a well-fortified settlement where players will face many well-armed opponents and a mini-boss posing a serious threat.

Enemies

Our team is adding details to the in-game world and expanding the quest zones. Now we’ve begun working on different enemy species. This week, we’ve created concepts for several types of Brawlers (also known as Gores) inhabiting forests, snow-covered areas, deserts, and swamps. These big monkey-like creatures are one of the most adaptable species of Avalon and can be found in almost all corners of the in-game world. It is believed that the Brawlers are closely related to the extinct Gunar race, although there is little information on this. Like other types of mobs, Brawlers will differ in behavior and abilities and will cause a lot of trouble.

Conclusion

Project Genom has been developed and improved. We hope that very soon we’ll be able to take the PTS version to a qualitatively new level and announce the approximate dates for updating the main game servers.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. 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 [#48]

Introduction

Hello, friends! The game development goes on and here’s another traditional weekly report on the work we’ve done over the last week.

Software

This week our team focused on improving chat and Mechs, as well as technical server processing. This week we have:

  • Finished working on personal messages.
  • Added a system for creating and deleting location channels. When a location is opened on the server, a separate local chat is created. The channel is deteled after all players exit the location and it’s unloaded.
  • Added chat connection with the database that provides adequate functionality.
  • Refined loading from the database. Chat command chatUser shows chat roles. Required for implementing the command system with GM priority (bans/disconnects/teleports).
  • Refactored loading in the character editor that allows correct testing by two and more characters.
  • Worked on the Mech’s camera, movement, jumps and dodges.
  • Began working on the Mech weapon tuning.
  • Redesigned the server configuration system.

World

The development of the game’s world goes on. Our team is working on different parts of the terrain, adding new rivers, roads, rocks and details of the world.

Main work on the world of Avalon lies in adding and working on new points of interest based on the game plot. For example, we’ve added the transport service on the initial location.

We’ve added the first Almer transmitter. In addition to the plot one, such transmitters will be hidden in some parts of the world, and if found, they can bring a lot of benefits to the players. Or kill them.

Our team worked on the woodland area that is natural habitat for one type of gores. These big monkey-like creatures build huts from fallen trees and make a lot of troubles to travelers who have decided to cut the road and take a stroll near their houses.

Storyline

Our team is constantly working on new and old side tasks and missions. This week, great importance was given to the Gunars, their history and influence on the world of Avalon. Each discovered ruins of this ancient civilization will tell a little more about the extinct race.

Conclusion

Work on the game continues, and we’re constantly update the PTS servers, bringing new features and as well as new bugs, that players help us finding. We’d like to thank everyone who helps us make the project better. Without all of you, testing and developing the game would be impossible.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. 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 [#47]

Introduction

Hello, friends! Our team is working on the project and is trying to make all the essential game features playable and ready to be uploaded to the main servers as quickly as possible. We’ve also prepared another traditional report on the work our team has done over the last week.

Software

This week our team has been dealing with the code refactoring that regards the character controller, weapons, parameters, customization, and inventory. We’ve also made possible to dynamically change the character’s sex. This feature is crucial for adequate Mech and transport functionality. In addition to the overall code refactoring we’ve:

  • Refactored the Mech. Our team has set up two modes: Mech spawn for the transition between servers and second spawn mode for the Mech mounting/dismounting animations.
  • Added the prediction function that momentarily shows sent messages in the chat client.
  • Added the possibility to switch between chat tabs.
  • Added the basic chat commands (help, unstuck, who).
  • Added and implemented the log system in the chat.
  • Added the private messages function in the chat.

World

This week we continued working on the main in-game quest points. For example, the Polonez brothers’ Camp was refined and improved. Our team added a number of details as well as light sources to make the opponents visible during the night time.

We’ve added an area with several Cave Hound lairs that will become important battlegrounds for serious clashes during the main quest.

Our team has worked on the Raider camping site located near the Schientific Camp in the abandoned mine ruins.

Some details were added to a large area with stray Hounds and a mini-boss.

Character

We continue working on the Imp organic cover. In addition to technical features we work on the animations and Imp organic cover version for female characters.

Conclusion

The development goes on in its due course and fortunately we have no incidents to report. Our team hopes that soon we’ll have some important good news to share with you.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. 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 [#46]

Introduction

Hello, friends! The game development goes on and here’s another traditional weekly report on the work we’ve done over the last week.

Software

This week, our main focus was placed on refactoring the main game mechanics to improve efficiency and fix bugs. Our team has refactored the character controller, weapons, parameters, widgets, customization, transport, and Mechs. In addition to refactoring we’ve:

  • Fixed an error with the input focus when opening inventory.
  • Added the fact saving function for the special equipment activities (for transport and Mechs), as well as the coordinates and rotation of the equipment to it to be displayed correctly when the servers are switched.
  • Modified the camera and its behavior when the servers are switched.
  • Added the basic chat functions (displaying users, sending and receiving messages), provided the necessary framework for the proper chat channels operation.

World

Working with the quest points scattered around the in-game world was our top priority this week. We began at the exit from the Ark and then followed the main quest. First of all, we dealt with the initial missions with Diggers infesting the Ark through the vent system.

We’ve also worked on a shop with miscellaneous items that may come in handy. Players may visit the shop on their way outside.

A small outpost has been added to the game.

Hound lairs have appeared in the area around the Harbinger.

We’ve also added and set up a small Raider camp.

Character

This week our team worked on the Imp cover animations.

Conclusion

We’re working nonstop to see Project Genom develop and grow, and we hope for the speedy implementation of all our main plans and ideas. After that our team will finally proceed to work on the project’s social structure and will expand it.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. 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 [#45]

Introduction

Hello, dear friends! Winter holidays are over but Neuronhaze team sends our best wishes for the new year!

Project Genom development continues and we’ll soon announce the long-awaited update. In the meanwhile, we’d like to share our weekly report on the work we’ve done over the last week.

Software

Our team continues testing, debugging and optimizing the PTS game version as well as preparing the game to be transferred to our main servers. Here’s our weekly progress:

  • Fixed the assault rifle shooting mechanism.
  • Added a number of transport parameters.
  • Added a number of special equipment parameters.
  • Added the mechanism changing the character’s stats when the special gear is (un)equipped.
  • Refactored the parameters widget for items stored in the inventory.
  • Refactored the inventory items factory (object factory is a design pattern that simplifies the creation of objects of different classes using a single interface).
  • Added the ability to activate special equipment and other inventory items.
  • Refactored the mechanism of calling for transport.
  • Added a function setting the parameters of special equipment in the inventory.
  • Refactored the character loading by default to work in the editor.
  • Begun working on the chat.

This week, we completed work on the Mechs’ basic functionality. At the moment, the Mechs are prepared to be transferred to the PTS. After that, we’ll refine visual effects, test them and fix all bugs.

World

This week, as part of the quest points development, various improvements were made to a number of locations in every corner of the in-game world. In some places, we’ve added new routes for quests, refined the rocks and boulders to make players search for the bypass, and optimized some parts of the world.

In addition, we’ve added a new woodland area with unique plants required for side quests and crafting.

Our team has also refined the entrance to the infected dungeon by painting the landscape, generating vegetation, and adding some details.

This week, we completed the in-game world areas LODs. All 100 pieces based on the parts of the 3D map are ready to be added to the game.

Conclusion

Project Genom grows and develops, though not as fast as we’d like. In any case, this year must be the most important for our game as we plan to bring the project to the level when it will no longer have to be altered. As soon as we reach this development stage we’ll begin to expand the player’s capabilities and prepare Project Genom for the release.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. 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.