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Urban strife
Urban strife













urban strife

Furthermore, the total loot available stays true to the campaign design and the needs of the economy. This way loot gets assigned automatically to the proper container and adding more cabinets, cupboards and dressers to the house doesn’t run the risk of loot inflation. And they pull those according to preset filters (medical items will go into the medical cabinet, kitchen stuff in the kitchen cupboard, etc). Inside the Loot Area you will have assets that are defined as Loot Containers (bathroom cabinet, kitchen cupboard and dresser, in our example house) but instead of each container coming with its own preset loot, now they fill up with items set in the Loot Area table. A house could be one Loot Area, for example. The new “Area Based Loot Distribution” system detaches the loot generation from graphical assets and ties the loot table to custom defined Loot Areas. This is how we ended up with 10 or more lootable cars per map, because each time level design required a car to be placed, it also added to the available loot. In the demo, loot used to be attached to various assets (containers) placed throughout the maps by level designers. For example an old office can be either a biker bar (with its own moonshine still in the back room), an army hospital complete with surgery tables or a peaceful cultist prayer room, with a small hydroponics for growing soothing herbal plants and nourishing mushrooms. Some of the upgrades will be built from scratch, some will take advantage of the old structures on the site. The Shelter map layout has been optimized to receive the entire system of upgrades your refugees will soon enjoy fresh tomatoes before their gym routine or a night cap at the biker pub. Anyway, long story short, here are some of the new things we’ve worked on: First tier of the main campaign is in development, also, to be completed soon. The Prologue of the game has been integrated in the main campaign and has received a well earned polish that includes a functioning, upgradeable Shelter. Still, even with all this housekeeping we pushed on with the actual game development. After the festival we took the time to do a lot of behind the scenes planning and organizing, which wasn’t very glorious and news worthy but vital for the final stretch of development. We’ve started 2022 with a lot of feedback from the Prologue Demo and a sharper vision of what the final game will have to be like.















Urban strife