Intel Report #012: September News
Happy Tuesday, everyone!
Time for another Intel Report, where we go over the latest happenings in development as the upcoming GROUND BRANCH update V1033 continues to evolve.
📅 Be sure to check out last month's Intel Report (#011) in case you missed it!
GROUND BRANCH on GeForce NOW soon
As mentioned last month, GROUND BRANCH is coming to GeForce NOW — NVIDIA’s cloud gaming service — which will make the game accessible to a whole new audience of subscribers.
NVIDIA has confirmed that this will happen sometime this month:
We’ll be sure to make a quick announcement when it goes live!
New coder in the house
Last month we announced the addition of VFX Artist Charles Schmidt and Sound Designer Zack Reagan to the team, but some of you may remember that we still had a vacant senior programmer spot. And this month we’re very happy to announce that is no longer the case, as Christoph Bockhahn joins us in a Senior Programmer capacity!
Chris’ resumé is too humiliating for us to fully cite, but it should suffice to say that he was working for Acer before and has a master’s in astrophysics. In addition to his general programming background, Chris has industry experience in UI, tech art, gameplay engineering and, of course, the mandatory Unreal Engine skills.
The biggest benefit of getting Chris on board is going to be speeding up AI development, which is of course great news for most of the GROUND BRANCH player base.
Let’s all welcome Chris to the team! We’ll take a quick look at some of his initial work next.
Some AI news
As announced in February, AI is being rebuilt using Kythera AI, a specialized middleware.
Though implementation is still very much under-the-hood at this point (meaning nothing cool to showcase, unfortunately), Chris has taken the time to start prototyping a friendly AI ordering system:
Patches and callsigns
Continuing the work on patches for headgear and shirts, we now have callsign patches in-game, for ease of identifying operators on the field.
Players can choose a three-letter callsign code, or have one generated automatically when changing name. Servers can also apply a callsign patch policy, for example to force players to have callsigns based on their chosen element (A, B, C, D), to override any selection by each player. There is no need to choose a callsign patch in the character editor — these are added automatically whenever a callsign is used.
Depot is getting a visual update
Environment artist Will has moved on to giving Depot a thematic art pass to get it more in line with Storage Facility, which is set in the same region.
Here are some preview shots:
New Storage Facility previews
The Storage Facility map overhaul is done, so why not appreciate some ultrawide shots of that beauty in a different lighting?
Audio optimization continues
This month we have further optimized the audio side of things by lowering the amount of memory usage by at least half, based on performance testing on Small Town with 30 bots.
This was done by optimizing how the weapon sounds were loaded. Now, instead of all weapon sounds being stored at all times, only the ones in use during a particular mission or round are stored.
This method will also allow for easier audio modding in the future, as you only need to edit and rebuild the sound bank for the weapon you want to mod instead of rebuilding the entire weapon sound bank for just one weapon.
Combined with the CPU optimization that we detailed last month, we’re looking at roughly a 50% gain in audio performance so far — not too shabby.
🎧 Weapon tails and other sounds are also continually being reworked and improved alongside the optimization work.
Doors: a game designer’s nightmare
Doors are having part of their logic redone to address one of its main issues: getting both players and AI stuck in them.
Some degree of physics simulation is also being added in order to once again allow cracked doors — that is, partially open ones — to be pushed by just walking into them.
We’re also hoping to get a nicer looking effect for exploding doors while we’re at it.
More VFX progress
Work on particle effects continues as Charles converts all of the existing VFX to the newer Niagara system before reworking and improving them.
He has zeroed in on bullet impacts and has recently started improving the breaching charge explosion:
Animations
Though we cannot showcase it at this time for various annoying reasons, we can confirm that some basic new manipulation animations will make it to V1033.
Players will actually start seeing their character flip magnifiers on and off, flick the Specter DR’s lever to the front and back, and pull their night vision goggles up and down.
🚪 A basic "magic hand" type of animation for door interactions may also be present as a placeholder. That still beats telekinesis, right?
Mike has also been busy with hand poses and reload sequences to fit the new and updated weapon models, which we’ll cover next.
Weapon models
Weapons and related assets continue to be created and revamped as needed by our trusted contractors, which — between brand-new items and replacements — has so far allowed us to add over a dozen new weapon models to V1033.
Let’s make a quick list, starting with the new weapons:
- MK17 CQC / DMR
- Wz.88
- AK-105
- PKM
- PMM
- M24 SWS
Speaking of which, here’s how that last one turned out:
Now for the replacements/updates:
- M1911A1
- AK-74M
- AKS-74U
- AK-105 Alpha (replacing the AK-74 MI)
- AKS-74U Alpha (replacing the AK-74 MI CQB)
- SVD
- M16A4 (currently in development; the old model has issues in both scaling and quality consistency)
And that’s not even mentioning extra parts and new/updated attachments that will make their way into the game as we go.
As promised, here’s the new AK-74M, as well as the AK-105 with tactical Zenitco furniture:
More renders of the AKs on the AK Productions ArtStation right here.
We can also confirm that an “A2” carry handle is finally coming for the M16/M4 series of weapons. That’s right. We caved.
⁉️ WHY THE FOCUS ON VISUALS? WE WANT BETTER AI! From time to time, part of the player base questions our priorities, which is understandable: why are we putting resources on models, effects or any other superficial thing when there are areas of development in more urgent need of attention? Well, that is simply because not everyone on the team can do everything. For example, telling our art guys to shift their focus to gameplay code will only result in neither art or gameplay seeing progress. So while progress may be slow in certain areas, others may (and should) continue to develop normally. That said, AI has seen little progress in the last couple of updates, but is now getting worked on intensively, beginning with the integration of the new Kythera middleware. AI is one of the harder aspects of game development, and the results won't be immediate — it's an ongoing task that will be spread over the next few updates and beyond — but the key takeaway here is that we are now "all systems go", in all areas of development.
This has been Intel Report #012!
We hope you found this post informative and interesting enough to make the soul-crushing wait for V1033 a bit more bearable.
Thank you very much for reading, and we’ll see you on the next one!
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