Programming

Have we done this before?

I’ve been having a terrible feeling of déjà vu this week. Spent most of it working on the UI and some of it rigging up a system to keep maps and missions organised properly.

To HTML5 or not HTML5, that is not really a question.

Originally we were using a CEF based system with support for HTML5, CSS and the like. This all changed once we had a go with the UMG in the preview version of Unreal Engine 4.4. The ability to create what we need in-editor and hook it up directly to the scripting won us over.

Now that I’ve had a decent amount of time to learn the system, I am able to come up with functional, if ugly, screens, buttons and other UI elements easily.

dev_ui_20141107a
Work in progress server browser with 100’s of mock server entries.
dev_ui_20141107b
Work in progress create/host game screen.
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Work in progress Video Options.

There have also been a lot of UI related C++ changes too,
with future developments in mind.
i.e. Operator screens.

Time of Day

Just to make one thing clear: Ground Branch does not have a fully dynamic time of day system. And to be honest, since it has bugger all to do with movement and shooting, it is way down on our list of priorities.

That said, we do have a time of day system of sorts – it just isn’t dynamic.

It’s a bit of throwback from the UE3 version. Maps are split into pieces to keep things organised and allow the same base geometry to be combined with different lighting and other changes to support different times of day, multiple missions etc.

Maps & Missions

For the sake of organisation, we’ve gone with a basic system that defines the basic info about a map in one file and mission info in one or more other files.

Test map definition and map mission.
Test map definition and map mission.

It requires more work to automatically include child game modes with their parents and other such trickery, but its a good start.

Thanks

A big thank you to everyone who continues to follow, support and encourage us.

And to those who have been testing out the upcoming tech build for us – hugs and kisses on all your pink bits!

dev_ui_dirtyhack

Rain down on me

While we were sorting out some programming/middleware issues I thought I’d start working out some of the weather systems for Ground Branch. We are starting off with rain but will will also be adding in snow as well.

Of course, it goes without saying, but this is all early work that will definitely get better as we go. The most exciting thing to me is everything in our game effects gameplay. It might be subtle at times, but nothing is in there just for “fluff”. Playing in a heavy rain map will alter your strategy from a bright sunny day version. Its just not for show.

At the moment this is all settings inside the map, but I would like to transition it to more of a realtime solution. We’ll see how that goes……..

We know development can be slow, but hang in there. It will all be worth it eventually. 🙂

-John

 

Sitrep: End of May

We completely missed our goal of releasing a new internal test every week. Or two weeks. Or monthly.

Basically, we suck at keeping to dates (still).
Seemed like each week we’d take it in turns in saying “I want to get this in first” or “no, fix that first”.

Ahh, development hell. …