SamuKata
roadtovostok
roadtovostok

patreon


Development Update (07/08/2024)

Hi!

I'm going to share this same post here which was on Youtube and add a little more details to some of the topics.

Youtube post

Hi, here's a quick development update.

I'm currently finishing up the second map expansion (Highway) and adding all kinds of new POI's to the maps. In the screenshot you can for example see an abandoned fish market that is inspired by IRL-location near the Highway map area.

Some of these new buildings are rather massive and will require large amount of new props / assets, so there will be some "entrance restrictions" with the upcoming last public demo.

In other words, I will make some of these new map segments in multiple phases. Speaking of the last demo, these map expansions are basically the last remaining feature, there's still bunch of work left but they are coming together rather quickly.

I think September is going to be my target month for this last demo and I'm really excited to hear your feedback on these new features.

Here's an initial feature list for this upcoming demo:

- AI overhaul
- Map expansions
- Task system
- Crafting system
- Armor system
- Dynamic ambient
- Ammo types
- Starting kits
- New trader (Doctor)
- Multi-shelter support
- New weapons & attachments
- New items

Patreon details

Like mentioned in the post above, I think September is going to be "sweet spot" month for this last Public Demo. I have basically done some rough calculations on how long each map expansions is going to take and it should be doable at end of September.

The most time consuming thing currently is modelling and texturing new props since I only use custom-made assets, so there's no shortcuts available like purchasing some assets packs etc.

I could really speed up the development by using external "general assets", but I really try to avoid that since if you start piling up external assets it's easy to loose "uniform visual look" and have all kinds of issues when the assets are not tailored for your project.

In other words, I'm going to stick with this custom made workflow even if it's sometimes really time consuming for a solo dev.

Then I would also like to cover few things about this upcoming performance dev build that I'm going to share here on Patreon.

Firstly, I definitely think that I should make certain development tools in the future to make these dev builds more easier for me. Currently, it's kind of unnecessary complex to switch from "under construction" to playable builds.

To elaborate this a bit more, when developers are making new features (like these map expansions), there's all kinds development tools and placeholders visible and removing those for playable builds and placing them back manually after the builds is far from ideal.

I already have multiple solutions in mind on how I can improve this dev build workflow and I will be adding these custom tools to the project probably after this last demo.

I will most likely finish this Highway map expansions first and then provide you that performance dev build, since there's no rush with that and then I don't have to remove the current tools in the middle of the map building process etc.

On top of this, I will most likely also update the engine version for this dev build since it should fix some of the hardware issues that were present with the previous public demo.

-Antti (Developer)

Comments

The performance dev build is probably going to use the expanded Village map since that's going to be the most resource intensive due the amount of building, loot and nature assets, so it's the best choice from these current maps.

Road to Vostok

All 5 will get expanded and once I start designing those other crossing points I will rework the mine system as well, I will look this topic then :)

Road to Vostok

I think it's well worth sticking to the policy of not using asset packs, even when they are done well, there is just such a stigma with them, and with the slim possibility of inadvertently purchasing an asset that was stolen and uploaded for sale, its just not worth it.

Sam Hardwater

I think the fact that stalker 2 has been delayed is good for your visibility for the next demo.

Shamnolya

I think sticking to not using pre made assets is a great decision. Although there is no shame in using them, there are way too many indie games out there who end up looking generic because of those. It would be a shame if RtV lost that visual identity you worked hard to build. When you say you'll share the performance build after finishing the Highway overhaul, does it mean we'll have this one plus village with the new ai in that build ?

pototos59

So are you like expanding only area 5 maps, but not border crossing and that one place in vostok side? Also was there plan to make Anti-personnel mines shootable or have some kind of demining tool for it?

Jami Sundvall

i totally agree with Infinity. Option 2 was the best choice. Using your own Assets is one of the things why RtV is already better then every Survival Game releasing into EA. I know it is timeconsuming but take all the time you need. There is absolutely no Reason to rush. I think i'm speaking for everyone when i say that we love to wait because we know that if you are doing anything we can expect high Quality stuff. I also want to say .... thank you. It's always you thanking us but there is absolutely no need for that. Your Communication is a Milestone in GameDev History. So .... thank you Antti for your hard work, your passion, your communication and your well structured Development Rules. You are doing every single thing right. <3

SavRoyale

With each dev update, I am more and more thankful you went with option 2 for the map expansions. Cannot wait to test it out :)

Infinity


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