Welcome back to another fine edition of What We Are Up To. This week I bring news of recent advancements our audio guru has been up to as well as some quality of life improvements that are heading your way with the next content update!
Our Audio Director, Mark Muraski (guru and recent hire who has joined us to level up our team's ability to create and deliver an even better audio experience for our fans!) has been looking under the hood of the game and spending his time in there reworking many items from the ground up!
One of his highest priorities has been to find areas where we can improve performance. During his investigation he has found ways to reduce our CPU load from the audio system which should result in noticeable performance gains from those users who are CPU constrained, particularly dual core CPU users.
Beyond that he has been looking at the general audio balance of the game and making sure sounds are balanced correctly against each other (loud things should be loud compared to other items, etc). This has gone a long way towards improving positional accuracy of where zeds are approaching you from in the world as well as improving the overall audio experience.
But that isn’t all. He’s also been looking at how to improve in-combat sounds and several improvements are heading your way. Impacts on zeds will now play different sounds depending on where you hit them (flesh vs metal)! We also have something planned for the melee lovers who just love to get in nice & close. Melee sounds have been enhanced to make them more visceral. On top of that, the gore sounds have been reworked as well to improve the experience and immersion.
Next I want to talk about some quality of life feature additions/enhancements. As part of the next update we are adding voting to the game. This includes map voting and kick voting. Map voting is fairly self explanatory, players will now be able to choose which map they want to travel to next when their current one ends (if the server has that function enabled). Want to play your favorite map (stock or custom)? Vote for it! We are also implemented client vote kicking. After a player has initiated a vote from the lobby menu, other players will be prompted with a yes or no response (via key prompt).
And to top things off, we would like to get players a better idea of where we are at with the update progress. First I would like to stress somethings:
Below you will find a graph of the devs working on items for the Incinerate ‘N Detonate update. On the bottom you will find the position and on the left hand side you will find the dev days of work left:
Our Audio Director, Mark Muraski (guru and recent hire who has joined us to level up our team's ability to create and deliver an even better audio experience for our fans!) has been looking under the hood of the game and spending his time in there reworking many items from the ground up!
One of his highest priorities has been to find areas where we can improve performance. During his investigation he has found ways to reduce our CPU load from the audio system which should result in noticeable performance gains from those users who are CPU constrained, particularly dual core CPU users.
Beyond that he has been looking at the general audio balance of the game and making sure sounds are balanced correctly against each other (loud things should be loud compared to other items, etc). This has gone a long way towards improving positional accuracy of where zeds are approaching you from in the world as well as improving the overall audio experience.
But that isn’t all. He’s also been looking at how to improve in-combat sounds and several improvements are heading your way. Impacts on zeds will now play different sounds depending on where you hit them (flesh vs metal)! We also have something planned for the melee lovers who just love to get in nice & close. Melee sounds have been enhanced to make them more visceral. On top of that, the gore sounds have been reworked as well to improve the experience and immersion.
Next I want to talk about some quality of life feature additions/enhancements. As part of the next update we are adding voting to the game. This includes map voting and kick voting. Map voting is fairly self explanatory, players will now be able to choose which map they want to travel to next when their current one ends (if the server has that function enabled). Want to play your favorite map (stock or custom)? Vote for it! We are also implemented client vote kicking. After a player has initiated a vote from the lobby menu, other players will be prompted with a yes or no response (via key prompt).
And to top things off, we would like to get players a better idea of where we are at with the update progress. First I would like to stress somethings:
- EVERYTHING on this list is an estimate and is subject to change at any time. Work can go faster, or work can take longer to complete than originally estimated.
- This graph does not represent ALL work being done, only work related to this update. Those with less time could be working on future content, taking a vacation, etc.
- The graph is based on a daily triage where we look for problem areas and how we can fix them (offload work to others, scope items out of this update, etc).
- Building a public release is a fixed (and unfixed) cost as we have to lock down a build, make a shipping build, test, and possibly do it all over again if fixes have to be made. The more of these we do (ie: faster updates) the slower overall content will be delivered.
- This graph does not include QA time after the update is “complete” to verify that all features are working and no bugs to existing systems have been introduced (and an attempt to find any bugs with new systems and get them fixed).
Below you will find a graph of the devs working on items for the Incinerate ‘N Detonate update. On the bottom you will find the position and on the left hand side you will find the dev days of work left:
Spoiler!
WWAUT - Auditorial Magic
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