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Pre-Alpha Devblog #15 (Window and Kitchen Improvements | Workflow +)

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JB_

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Hello all,

Thanks for checking out our 15th devblog! Progress is moving along nicely on 0.10.xx. We've had some feedback and the issues found are being worked on. If you're testing 0.9.22, please share any issues you find on our tracker or come share on our Discord. Below we'll discuss a few upcoming features and exactly what the team has been working on.

Window Improvements (Coming in 0.10.xx)

As we discussed a bit last week, we're having a revamp on all the current structure windows. The system in place is universal which allows us to create a prefab that we can constantly update and all in game structures are affected. Our windows have always lacked any depth beyond being able to fortify them. As with most of our features, they've been in place as a base for some time but are now getting some attention and improvements.

Previously, windows had no glass, no inner structure and were just an open framed hole in the wall. We've added glass and wood cross panels.This adds a great deal of depth to a structure. It also creates an additional barrier and block for the player. Players could previously make a quick escape by jumping through an open window. Now players and zombies alike will need to deal with the glass and framework.



Kitchen Improvements (Coming in Future Updates)

Our current kitchens are a bit static and they're also rather massive in scale. They're original models from a way's back. The team and community felt the need for an upgrade. @Rik Konings has been hard at work re-working all of our kitchen models. We'll be introducing these in coming updates with continued design work. These kitchen cabinets and appliances/fixtures will be animated. The player will see doors open or animate slightly to add a bit of life to the world.


A bit more modern and with more room for physical loot on shelving

Darker and older


New and soon to be functioning electric stoves
Introduction of Scrap Metal and Metal Canteens

We'll soon be introducing scrap metal piles, a plan we've had from the concept. You'll see them all around the world but mostly at starting camps (also being introduced shortly). These piles will allow the player to scavenge them for chance to pick up some scrap metal. These metal scraps will be used to create a wide variety of starting items in game including axe heads, hammer heads, machetes and the newly introduced canteen.


Scrap piles to harvest scrap metal from. Rusted out vehicles will also function as scrap metal harvest points.


Crafted metal canteen - this will allow even starting players to easily purify water over a fire
Game Achievement Rework (coming in 0.10.xx+)

We're reworking and properly introducing our achievement system. There's a core system in place now but it needed to be shored up and Jayty has that sorted now. You'll be seeing working achievements in upcoming builds. Our new media/design intern Ids has also begun reworking our actual achievement artwork below you can see some of his concepts and our current direction with them.


Bronze Silver and Gold achievement style - easy to understand and well known
Backend Workflow

Jiras workflow allows us to break what needs to be done up into bit sized pieces. Large tasks are called epics and the team will set out a large set of these to work off. Each epic may have numerous issues within. Cooking Improvements, for example, would be an epic, inside of which could be numerous ‘issues’ - Import New Cooking Grill, Create Tinder from Cloth Recipe and so on. These issues are grouped together and placed into what Jira calls a sprint. The team creates these sprints based on how many points (these points basically set a difficulty level) they feel each task or issue within will take them to resolve or develop. We typically create two week long sprints. Two of them per update with a week or two to allow for revisement.

Yesterday the team finished up the 'Final Fantasy' sprint and begun work on the 'Goldeneye' sprint. Below you can see exactly what went into the coming update's first sprint, Final Fantasy -






Here you can see the end and start of the first and second sprints with the expected version completion being mid March (a six week process).​

Next Week's Devblog (Staring Camps | Vehicle Development)

We'll go over how the current sprint is going, talk a little about starting camps and discuss vehicles! Believe it or not the core of the reworked backbone for vehicles will be going in very soon (some already have). The team is reworking all things vehicles and we're very excited to get the ball rolling. Here's what we're currently poking around in, for testing purposes of course! ;)

Thanks much for checking on our development of Survive the Nights and, as always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release!
 

DZS

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Great video well focused on the new glass and window effects. Fixtures coming along nicely. Really digging the automation style you guys got going very team effort. Lol can the early cars plz be included as an easter egg of sorts on Christmas or something would be funny driving around in a crash test dummy vehicle. Imagine driving that thing off the side of a cliff with your mates sitting tooting all the way and a huge hoard tailing. Some tarded. Christmas Crash Test achievement? Not really an achievement haha.

The only real comment i have to make regarding current development is the window smashing sound. It doesn't sound right. Here's some examples to discuss over the Kofi table at lunch 'civilized debate n all :D'

 
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