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Barbatos's blog


[Tipeee] Developer News - August 2023

posted 1 month ago by FS Barbatos
Information: This Developer News was originally sent 6 months ago to people supporting us on Tipeee. I write these posts with my own words, every month, mostly showing internal development screenshots/videos and explaining the latest features in the works on the upcoming Urban Terror game on Unreal Engine 5.

If you are willing to support the development and maintenance of Urban Terror, the posts are available on Tipeee for as low as a 1€ tip. From now on I'll also repost them here with a 6 months delay. Enjoy the read and let us know whether you like them or not!

Hello there,

August is usually a slow month at FrozenSand, but this year the bad weather might have helped spark some unusually high summer activity! I've included lots of screenshots and videos of the team's WIPs and experimentations.

Last month I talked about adding a new grenade - the Ice Grenade - to the game. X-dcx-x and JohnnyEnglish have created a model for this grenade that I implemented into the game, and this month JohnnyEnglish has put his hands on creating a decal material for it. The idea is to have a good amount of ice spreading all around the grenade impact point, affecting the nearby players. The way it will affect the players and the gameplay hasn't been decided quite yet, so more on that in the next news! However, the decal looks quite good now (screenshots and videos included). The issue we're having right now is that the decal doesn't work well when spawned on multiple planes, for example when the ice needs to spread both on the floor and one or multiple walls. Once we figure out how to fix this issue, I'll focus on finishing its implementation in terms of how it will affect the gameplay.

This month I also worked on the main menu, which was kind of empty until now. It's now displaying the latest website news from an API, and I'm working on also displaying the list of connected Steam friends so one can quickly invite their friends to join them. More on that later!
Talking about Steam, the Mac OSX build is now published on Steam, giving access to the OSX version of the game to the private alpha testers. I'm getting some very decent in-game performances when playing on my MacBook Pro. I can't wait to get some feedback from the QA players.

As a public alpha is getting closer, we need to work on the small bits that need to be done or fixed before going public. In that matter Neon has become our serial bug fixer lately, working very hard on fixing some small but nasty issues reported by the private alpha testers. He's also implemented a small feature that really adds to the feeling of shooting the weapons: some camera shake based on the weapon recoil. At first it was overpowered and even active when slashing the knife :D (videos included), but I then tweaked the values for all weapons. The more powerful the weapon is, the bigger camera shake it produces. I think it looks very cool!

We've released a new QA build this month, and for the first time in over a year we've added a dozen of new testers to the private alpha. We now feel confident to progressively add more people to better stress test the servers. It's also always refreshing to get some new, "outsider" opinion on the state of the game. The new testers have also found several bugs that went unnoticed for many months!

I've included several screenshots of Thingley on which Lizart keeps on doing an impressive work. It's getting more and more textures and the map really is coming alive with models and textures 100% done by the team. Speaking of Lizart, he's also done some examples of customization to the AK47 model. We intend to add customization features to the weapon and player models in the future, this is an example of what it could look like. We're not ready yet though, as there's lots of things to implement in order to deal with customization, but it should happen someday.

See you next month!

--Barbatos










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