It’s taken a while to get here, and they’re still being a little difficult, but the faction vehicles we’ve been working on are just about ready to start patrolling the streets of New Bedlam.
With a Juggernaut and a Fuzz patrol car used for scale, here you can see the full assortment of vehicles lined up with the standard vehicles in front and the heavies behind them.
Currently they’re still sitting in their virtual garages, but they’re getting fueled up, armed, and ready to hit the streets soon. And let me say that arming all of those heavy vehicles each with their own unique array of weapons was an arduous task on its own.
That’s all for now. As always, thanks for reading! –David
This week I’m going to talk about the programming stuff I’ve been working on. As I said a little while ago, my main focus lately has been rewriting the NPC vehicle code. It’s been a long journey, and I’m far from done, but I’ll give you an update on what I’ve been trying thus far.
So I started by just throwing a bunch of Actors with a vehicle mesh into a level with a network of paths to see if I could get them to follow said paths. That worked, but obviously wasn’t the most impressive thing since the meshes didn’t turn or anything, they just shifted around.
After that I tried some tests of physics-based movement to try to harness rigid body movement and physical interactions. There weren’t any hilarious incidents, and sadly I didn’t capture any footage of it anyway. In the end I decided to abandon the physics-based movement because of the additional physics tick overhead that was causing me problems.
So for now I’ve gone with much more basic movement mechanics. It took a little tweaking to stop over-turning and swerving, but eventually the vehicles settled into a much nicer pattern. Now I have some basic driving mechanics for a few hundred vehicles populating the scene.
The downside to all of this? Well unfortunately with the lack of physics-based movement I’m having trouble with collisions and physical reactions. The vehicles don’t currently collide with the player or each other, so now I’m focusing on collision issues to try to fix that.
That’s all for now. Hopefully that helps explain the programming stuff I’ve been up to. –David
Cthulhu Corp are a mysterious group who are always up to strange and terrifying things. Often those things are hidden away behind closed doors, but sometimes they make no effort to hide their arcane endeavours. Endeavours like… whatever this is.
What could this mysterious blob be? Well right now all I’m going to say is that you will find this mysterious orb and its appendages near the Cthulhu Corp headquarters in the Central Business District of New Bedlam. It’s still a work in progress, so we’ll show you more in a future update when it’s looking a little more eldritch and Lovecraftian.
That’s all for now. Thanks for reading! –David
…a GIF should be worth at least 100,000, right? With all our in game weapons and upgrades we’ve had our animator, Rob, apply his skills to give the cab more life and nuance.
The animations had to be quite drastic and have a lot of obvious movement due to the weapons limited space of screen. So if they look quite extreme, that’s the reason. Naturally, these animations will play in sync with the weapons when they fire, so ideally they won’t be this frantic.
So enjoy this weeks update, and as usual we’ll be bringing you even more content next week. – Mark