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Pre-Alpha Devblog #25 (Vehicles | Optimization | Design and Cleanup)

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JB_

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Hello all,

Thanks for checking out our 25th devblog! We’ve released 0.11.26 build to our default branch on Steam. All branches should now be 0.11.26 so it shouldn't matter what branch you're on. Feel free to check that out as we need some feedback. There’s a lot of testing and breaking to do so go at it! Please check against the 0.11.26 changelog and report findings on our tracker.

Weapon Attachment Animations

John has spent some time this week tweaking and creating weapon animations for our attachments. Below you'll see a short video showcasing the flashlight animation on the new T5 pump action shotgun and the ARG. We are aware of the current spawning issues on 0.11.26 and we'll get a fix in for those so weapons are spawning properly again.



Vehicle Color Randomization

Vehicles in 0.12.6 will spawn with random colors and parts. This wasn't originally planned for the initial release but the mechanics have already been worked in quite nicely. Eventually, you'll see all vehicles spawn not just with random parts and colors but conditions as well.


Vehicle Random Spawn Colors​
Game and Town Optimization

A lot of work has begun on design overhaul and we're going through the wilds and filling in the blanks. At the same time, we're optimizing our towns and removing (in some cases) overused props and trash piles. Town and world optimizations are not just visual,. There's a lot of backend performance tweaking going into 0.12 and our first alpha builds. Below is a small example of Addersfield which you'll notice is a bit tidier. Along with that, you'll see some benchmark results. Andre has been working on optimizations and has already seen some fantastic results.


A small park design for Addersfield


Cleaner roads - this is needed for vehicle introductions. We'll eventually introduce destroyable prop mechanics.


Not all rubbish has been removed and towns still feel post-apocalyptic
Benchmark Results

Our benchmark system does performance checks at several places on the map and spits the results out into a text file which we use in a spreadsheet to monitor performance over time. These results are optimizations and cleanup started towards the end of our last build and into our current 0.12 development build. 0.12 should show some very positive improvements for most and we'll continue to optimize moving forward.


Benchmark results low settings


Benchmark results ultra settings
These are only a handful of what has been worked on in the last couple of weeks. Check out our changelog for a full list of what the team has been up to. Thanks much for checking out the devblog. We hope to have .12 in an experimental stage shortly. 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 and beyond!
 
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Dr. J

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Loving that flashlight on a weapon.
Looking at the stats, what's a soft load?
Might we eventually have paint pickups so we can customise vehicle colours, perhaps a purchasable skin?
 
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DZS

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Really liking how a serious effort is being made on optimizing and getting the game to work well. I see an RV!
 
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JB_

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Loving that flashlight on a weapon.
Looking at the stats, what's a soft load?
Might we eventually have paint pickups so we can customise vehicle colours, perhaps a purchasable skin?
Soft load is a server option in our editor that allows us to load only a small sector of the game we'll be testing in. Soft load off meaning that the entire project is running on Andres PC at the time of testing.
 
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