AFTERSHOCK STATUS REPORT - 16TH AUGUST 2019

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Welcome Survivors to our Official AFTERSHOCK Status Report for the 16th of AUGUST 2019, we will be doing these status reports once every two weeks. This gives us enough time to gather stuff to report on.

Dev Update [Sam]  

Hey there everyone! 

I have some new things to share with you in this week’s Development Log.

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BLOOD SYSTEM

I have a pretty rough plan on how I wanted this to work. There is a chance that based on where you are shot that you will either bleed or have a chance to break your legs. I do plan on expanding on this further with injuring different limbs which will have different effects.

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If you are shot or take any sort of melee damage, you have a chance of bleeding based on various factors with the amount of damage taken is one of them. There is also an indicator on your screen for when you’re bleeding, your character will shake slightly from the pain, and will also breathe more heavily.

Every survivor has 5000 total blood. Once you hit under 2500-3000, you can become unconscious. This effect has a random timer which determines how long you will be unconscious for. During this time, you will have no UI on your screen except for this:

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When you are bleeding, you will leave a blood trail which players can use to track you. It's also another indicator that you require urgent attention via a bandage or gauze.

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Broken bones occur from falling from a great height and not landing correctly or from being shot in the legs which causes a fracture.

Once you have a broken leg, you will be unable to walk and will need to crawl or stay in a crouched stance (NOTE: you cannot move while in the crouched stance).

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DYNAMIC VAULT/CLIMBING SYSTEM

I’m very excited to show off this one. It is a fully dynamic vault & climbing system that calculates the height and distance of the object you want to climb or vault over. This means there is a whole new level of elevation on La Feria compared to before. Expect to see creative new ways to access locations with this system in place.

To Vault/Climb you must press the space bar when near the desired object/ledge, so yes that means you can jump from one building to another and grab onto the ledge to pull yourself up!

PATREON WEAPON UPDATE

This is just a short update to let you know I'm currently working on the animations which are gonna take a little bit more time than expected. Hopefully I will have this ready and our other patreon weapon done in the near future!

WEAPON STANCES

This is something that I was working on a while back but never got around to finishing, a fully functional weapon stance system. We want to give a way for people to not have their gun always aimed up, this can mean that you’re less likely to shoot someone who has their gun lowered. Hopefully this promotes less killing on sight from newer players.

NEW DAMAGE EFFECTS

When taking damage, you may notice yourself kick back from it depending on the type of damage (bullet, fall damage etc), this also includes some new screen effects.

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That’s all I have for this update,

Cheers!

Dev Update [Dom]  

Hello Backers, Members and everyone in between.

This Dev-log, I'm going to talk about about the newer changes to La Feria.

To start, I have taken a step back from general work on Botolphe city and I have started to work on cities and structures on other parts of La Feria. As a result, a lot of my work is currently in a non completed state.

Outside of the new planned cities, I decided to go back and take a look at the city with the underground bunker complex and u-boat pens (as a quick note the city's name is “Randale City” like Botolphe City this isn't set in stone). As for changes, I have been working on the interior of the bunker going from room to room.

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As for other projects on the map, I’ve started to work towards building an airfield. While not much has been done, it’s slowing coming together.

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Last off, I’ve started to revamp the prison that Sam built earlier this year. While I’m at it, I will also work towards building a surrounding town.

That's all I have for this dev-log.

Signing off -Dominic

Dev Update [James]  

So another Dev-log is here and that means an update from me is due. So here we go.

What has been going on since last time? Well I have been going over the Wolf blueprints, seeing what I need to do and what I can do to improve it.

Majority of what has been done since the last Dev-Log has been going through the current AI and seeing what is not working the way it should be. So not a lot of news on that end.

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Last time I talked a bit about having packs of animals like wolves and small herds of deer. With further thought being put into this idea, I am looking at doing smallish herds/ packs, say two or three at a time, maybe if one is lucky they might even come across a group of four animals.

What would animals be if they did not act like animals? Especially for the wolves as it would be very immersion breaking if you had them just wandering around the map. What I will be looking at in the future are the characteristics of wolves, deer, and pigs in particular and looking at ways to make them feel as close to real animals as possible without making them too realistic.

Cheers, James

Dev Update [Caebyn]  

Oh hello there, I didn’t see you.

Do you want to know what’s been going on on my side of the team. Making these posts are my forte and seeing the reception it gets makes my day. You guys make everything we do here worth it and we couldn’t do it without you. Tune in for more posts coming your way in the next two weeks and see you guys later.

That brings us to the end of this AFTERSHOCK Status Report.

Thanks for reading!

DISCORD.GG/AFTERSHOCK   

Sam Goddard