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Progress update

We have been pretty busy since launching our Tech Preview and opening the groundbranch.com store just over a month ago so its a good time to give an update on where things are at.

The biggest news is Ground Branch is playable with a simple multi-player deathmatch game mode(more modes coming soon) using a dedicated server, direct ip connect or over a LAN! We have implemented our first pass of the Server Browser using Steam for our online connectivity and we already have plenty of current Operator Edition users hopping on 24/7 dedicated servers and having a good time. Videos of play sessions are coming soon.

If you want to join in the fun and see  how Ground Branch is shaping up, all while helping to fund this awesome project, then hit the store and buy into the Operator Edition and get access right away!

www.groundbranch.com/store

Its still early and multiplayer is in its early days, but Operator Edition players are really enjoying themselves and fully embracing where Ground Branch is heading. Its a game where people find themselves just hanging out sometimes. Here are a couple forum comments that jumped out at us:

“We were just hanging in the ts, watching e3 coverage and walking on the map.
at some point we figured out we could launch each other by jumping into one another. so we worked on our technique for a while.
there were actually 8 and probably more people on the server at times.
again it was fun”  ~  MissVerstanden

“….. I had a blast. It is a bit like Arma, but smoother and less clunky and controls that make sense. The lean works better and more natural than I expected. You’ll see me leaning on every corner.” ~ Psychomorph

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At BlackFoot Studios we pride ourselves in our community involvement and are getting valuable feedback from those that have downloaded the Tech Preview as well as those that purchased the Operator Edition. It’s always great to see players do things in the game that weren’t specifically thought of, but yet fully support and validate the core concept of what Ground Branch is all about………..

“so… i somehow killed myself by shooting my guy in the foot” ~ chicken_slayer

Something like shooting yourself in the foot doesn’t usually happen in games, but its a realistic side effect of how Ground Branch is built. You better keep muzzle awareness and trigger discipline or something bad might happen!

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Now to show the Early Access map #2 from the Trello board… Its a giant tanker ship! Lots of area to cover and a design that poses some unique tactical challenges is sure to test your skills.

Tanker_WIP_01 Tanker_WIP_02 Tanker_WIP_03

It is currently in the “blocking out” stage to define the overall space and is getting some decent playtesting time by our Operator Edition users. One of my favorite quotes from the forums:

“That tanker ship! That’s exactly what we need for early access, good work. Looks wide and dense at the same time, can’t wait for the interior compartments. RS tanker ship pales in comparison to it.” ~ Psychomorph

So that’s it for now. Things are moving along nicely so why don’t you join in the Operator Edition fun!

-Team BFS

Ground Branch AI collaboration

As everyone knows, good AI is essential in a tactical shooter that includes Single Player and Coop modes. We have taken a big leap forward in achieving that goal for Ground Branch with the addition of Phil Carlisle (zoombapup on the forums). BlackFoot Studios will be collaborating on developing both a friendly and enemy AI solution for Ground Branch and Unreal Engine 4 in general. Phil brings a vast work history and knowledge and we look forward to working with him to bring the world of Ground Branch alive!
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Phil Carlisle has been making games for more than 20 years. Initially as programmer on the multi-million selling Worms series of games for Team17. Then as an indie developer using a variety of engine technologies. During his time as an indie, he has written chapters in books such as the AI Wisdom series, the Game AI Pro series and has written and published academic work in a number of books and conference papers. He also served as CTO for a startup AI company focussed on emotional AI characters and user-centric AI programming tools called StoryBricks. More recently Phil has been contributing to the AI knowledge base for Epic’s newly released Unreal Engine and has been finishing up his PhD work on Digital Actors. Phil’s personal goal is to empower game designers to create believable characters by creating easily usable tools that drive more dynamic characters in much the same manner as a director drives an actor’s performance.
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Phil plans on charting his progress with forum posts and videos, so please check him out in the BFS forums!

Patches and Tech Preview update

Hello all!

I wanted to give a quick update on the Tech Preview release…. Just about there. The testers found a few issues that must be fixed before release and we are working on those. We are also trying to squeeze in a few more features that may seem small, but play a large role in defining what Ground Branch is all about. The Tech Preview is a huge step for us and one that we want to be absolutely sure that those that play it are able to come away understanding what we are going for and what Ground Branch is going to be. I am also trying to finalize some storefront issues as well. So the countdown is in days now, not weeks. 🙂

Two of those small but significant “Ground Branch” features that we’ll give a glimpse of here are user patches and control scripting.

PATCHES

We have basic support in for user created patches. At the moment, there are slots on each arm and the baseball hat to place a patch. Each slot can have its own patch as well. We haven’t worked out all the backend stuff just yet, but patches are images on disk that are loaded directly into the game either locally or from the server. Of course there will be rules that are setup and restrictions on how things work so not to create issues for people. For you old schoolers…. think back to how Rainbow Six worked in this area.

Of course, everything is work in progress here.

patches

 

CONTROL SCRIPTS

This one is definitely more behind the scenes….something so simple yet so powerful. Our key binding works in the traditional way, but you can also craft a script that sets up custom actions or binding groups. Almost anything that is bindable is scriptable as well. Instead of these actions being hard coded you have complete control to setup what you want. For instance, say you don’t like the standard toggle lean setup. Simply make a script that changes it to a momentary one that requires you to hold the key to stay leaned and release the key to go back.

Here is an example of the LeanLeftToggle control script:

{
"ActionName": "LeanLeft",
"Version": 2,
"Name": "Lean Left (Toggle)",
"Description": "Press to left left. Press again to cancel.",
"ScriptData": [
{
"ButtonUsage": "Pressed",
"Entries": [
{
"Is": "Leaning",
"Parameter": "Left",
"TrueEntries": [
{
"Function": "StopLeaningLeft"
}
],
"FalseEntries": [
{
"Function": "StartLeaningLeft"
}
]
}
]
}
]
}

We will provide a cheat sheet of all the necessary keywords from the code to make your own scripts as well. These scripts are loaded from disk by clicking the ‘Options’ icon for each keybind.

scripts

So there you go. Not much longer and some cool stuff. Have a great weekend!

Q&A and development image

We recently had a new forum member ask some good questions about Ground Branch that I thought would be good to bring more attention to.
1. AI.  What can we expect from AI performance? will friendly character’s instinctively dig corners, pick up security, not run in front of your muzzle, follow directions ect. And will the enemy act more like a live role player? Run and hide, spray and pray around corners, be distracted, investigate noise ect.

AI is still a bit out, but Epic is doing some really nice things with their built in AI solution. Its not just bots anymore. :)

We certainly plan to have our AI react as humanly possible given our resources and time though.

2. Weapons. Im assuming the selection will replicate a highly funded and completely supported special missions unit like the SOG, but what about the
details? examples, a BAD lever making your reloads quicker (because they do) suppresors NOT making “damage” lower (because they dont) sub sonic ammo making the report quieter but reducing velocity and perhaps accuracy at certain ranges ect.

We are not setting out to make a huge arsenal of weapons. Modders will take care of that for sure. We will have a pretty standard set covering Pistol/SubMachineGun/AssaultRifle/Shotgun/LightMachineGun/Sniper/Explosive

We don’t plan on including any “active” reload situations or random fouling sorts of things. Yes, that stuff does happen in real life, but we feel its just an annoyance in a a game and just frustrates people for no reason. Attachments will have actual impact on the weapons/ammo as well. They won’t be just for show.

3. Breaching. Please tell me work is going to one of the most vital areas in a direct action game. Will there be different charges to choose from and have the appropriate effect?  Will it be an option giving tactical leverage to the assault force, or just an amenity to add to the look which apparently RS siege has done.

We are planning on having extensive breaching capabilities for doorway entry…. including breaching shotguns, charges, kicking and other. We have even prototyped a way to allow players to block doorways from being breached. Not sure if that will make it in or not.

What we probably won’t have much of is arbitrary wall breaching and things like that. That isn’t an area we have the resources to tackle.

4. mission planning. Will we be able to plan the assault? and if so how detailed?

Mission Planning is up in the air at the moment. For CoOp, the plan is to have a pre-mission planning phase where live players can work out their “x’s and o’s” together, but planning for SP a’la Rainbow Six may be out of the scope of GB for now.

5. Sound. Different sounds for shooting indoors and outside? a small thing but would make a noticeable difference to the authentic feel im sure you would agree.

I’m not sure if we will have the budget to record different sounds, but we definitely have environmental settings that process sound based on indoor/outdoor. It all depends on how much funding we can get. :)

6. Tactics. Goes along with AI but is there a realistic approach or a “user friendly” action oriented approach. A better way to word this I guess would be. Are you going to feel like your conducting an actual raid, or just run and gunning at a slower pace becasue you go down in one hit? I hope that question makes sense

I guess that’s up to you and how you play I think. Ground Branch is not designed as a run ‘n gun game simply by the shoot/move mechanics and the way weapons work. We aren’t a sim though so we strive to make things as streamlined as possible. We don’t want you thinking about controls and key combos during play.

7. Maps. I think I already know assuming, but are we going to see some diversity. This is representing a unit that has no operational area, because its on a global scale. Can we expect to see this in the maps we play? As well as the likely CQB settings of houses, offices, industrial areas, schools and public places?

Yes there will be plenty of diversity. There will be locations all over the world…. think R6 in this respect. ;)

 

And now some art.

We have a few art assets that has been around for a while, so I thought it a good time to start updating some things. Ground Branch will have frag, smoke and flashbang grenades…. even with various colors of smoke.

 

grenades