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Operation: Harsh Doorstop

Drakeling Labs

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  1. rssImage-3c190eadc729f0d35f03ff5aa2995424.png

    Hello Drakelings!

    Welcome to the eleventh devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of June 2021.

    This devblog will be a little lighter on content compared to some of the recent ones, as most of the work that has been happening behind the scenes is related to AI, and wrapping up some level design work on existing maps. That said, we are preparing for a return to playtests the week of August 15, 2021, at which time we hope to have the remaining levels more fleshed out, and have the AI behaviors more polished so that they don’t conga line everywhere and have 100% accuracy (they already are a lot better in those aspects, but we still have a long way to go!).

    Let’s jump straight into it:

    Expansions

    Operation: Invictus
    We have another round of the “Three Shot Burst” developer interviews prepared by the ISMC team:

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    Interview with Kden, developer for Operation: Invictus

    Operation: Invictus is the flagship expansion for the upcoming title Operation: Harsh Doorstop. It is the newest project created by the original devs of the ISMC mod.

    1. What is your biggest weapon pet peeve when playing other games?
    Weak animations are the first thing I notice in a shooter. Animations are one of the most important components to the "feel" of a gun in-game. It needs to feel satisfying to fire. Would it feel heavy or light? How snappy is the recoil? All of those details can improve gunplay experience for the player. This is a core design principle you'll see in Operation: Invictus.

    2. What element of weapon design is most challenging to implement?
    It's difficult to emulate the physical aspect of a weapon in game. A well-designed weapon feels powerful. Whether you've held a weapon or not, it needs to align with your version of "realistic". And we don't (yet) get to use physical feedback to demonstrate that. So we focus on how it's held, how it reloads, how correct the model is...if we get that right, then players will love the weapon almost regardless of the in-game meta.

    3. What's your favorite firearm and why?
    My favourite firearm would probably be the Galil ACE GEN2 in 7.62 - when it's fitted with a 40-round Bakelite magazine, it has such satisfying proportions. I also can't forget the more obscure AK-platform guns, like the AEK-971, AN-94 or SR1. They all have unique, unconventional mechanisms that make them intriguing.

    Bio: Kden is the chief weapons designer and firearms expert for Operation: Invictus. He lives in Belgium where he enjoys swimming in the lake and playing football with his friends".

    Here is some of the new content for Operation: Invictus that the ISMC team worked on last month:

    ef5029443f4f5bd97bf74ca9087fc6b56e019299.jpge25c4ff7ce19578a8903430ed139ab38c01c3575.jpga7053e0754cafeb25dbe3d855567b2815c1393bc.jpg20bb6e9150440ab07665481ec9997f699da1bfac.jpg 8a5b263f3d7afb2f49e5f04e320e2fcfeaeda64a.jpg a562e8bd778eefaf6b7889cb9c90e0a2b9763683.jpg 06657ace19258ad863f5b82acad8f87c85c5950d.jpg
    Colt M4A1 with a Trijicon ACOG/RMR optic comboColt M4A1 with a Trijicon ACOG/RMR optic combo

    e5a3bb32cd8e83a4da0a472ae4184efbf274b149.jpge8f49c40f3b4bb54ff42d02aad43cf4ce665c3f9.jpg 6fc0cbf15dc73dc814b35f76bbd0989a81687eed.jpg 790a54aa2ffb175046d9ba0f437a591a89cde633.jpg cefba208d88a333ae09dcd3afc7cce9519fd7f0d.jpg32337adda510f4ad55045edac96cd29226985ea1.jpg 2e38c70a3f617df21d5164fd06a6c42d33e7b9b0.jpg 29e81bdff08160b49f46146c92176e9a2408b1ca.jpg aafc4b0d5806cc3ef6daaf46f89b551d5a258cc1.jpg 8581d013882d3663e66b9833d27dd48877e66170.jpg
    AN/PRC-152 Radio, and a Princeton helmet light

    Operation: Michael
    New weapons and the German character model are nearing a first pass for completion:

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    Chauchat and Madsen light machine guns

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    Operation: Overlord
    Work on replacing the US soldier character model for Overlord has begun. Only the pants and boots portion were done in June, so July’s devblog should have the more completed paratrooper model to show off:

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    Maps

    Risala
    Risala continued to receive more level design work, and attention to the environment details. In addition, the team has been playing with new lighting scenarios:

    0c1eee074cc4a1bf52e943a130ea01a4057abfb9.png81ef599c11e12c1059ee9f66b5e84d904ea42b28.png 8dd816719c64641f6a8ee8a5a77c273fa921244a.png d35cba20e72f87a0333b751c5ac1fc10d6c5182f.png 1448383ebb34d2f9d44c9a57aaf0c78bf6239617.png 728a674b6eb5f8bc2437ff47dfb265da9e5351ff.jpg fded1f9e308e4daff6ebfc9dd100c3d34ca25e51.jpg a1a563d7d0e8ce5aa10b30d6f3ae95c9b7c1928f.jpg 3934c912b876b4c476712f7eb52a0a7fcf95c416.jpg

    If you have access and want to see the most current iterations of the lighting and level design, you can check it out on the Test Environment.

    Argonne
    Argonne was one of the least worked on maps out of the bunch, so the level design team worked on this one a lot in June testing new lighting, swapping out blockout buildings, as well as finishing up some of the remaining trench networks:

    ff7d947e6b13cd2f8f2dc196abb7e86ecec1e24c.jpg41a116fd421cd915dda1fa1013a0007b7ef6ce4f.jpg 996cf8c0418e871baee467fd91f1dbccc6d2b638.jpg f56a8ce58d5f677ce9ae8cbb1a84bb17003d247c.png e0f14ad7080356bd8f29f471ee691d7badbdbeb5.png

    As usual, Argonne is already much further ahead in the Test Environment, so check it out if you are curious to see where it is at now. The team has been having a lot of fun doing internal playtests on this map recently.

    Monte Cassino
    More lighting experimentation, this time on Monte Cassino:

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    Khafji
    One more for lighting experimentation, this time to our original map Khafji:

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    Objects, Models, and Textures

    World Props and Environment Assets
    As stated earlier, Argonne received the most love last month in regards to level design, environment detailing, and so on. The following environment assets and world props were worked on:

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    Church ruins, bunker pieces, trench pieces, trench mud material

    Upcoming and WIP Features

    Optics
    Work has now begun on creating an optic system for O:HD. We have a lot of plans for how optics will work, and these will be an ongoing project for us, but for now (as with most systems in OHDCore) we are more focused on creating a basic implementation that functions well, and gets the job done. Here is a preview of one of the optics we are working on:

    dded048b1fa43ada7c29c8e230ea0d8211f91e0c.png

    Please keep in mind optics are still extremely WIP, and this is not representative of what they will look like in their final form. Eventually, we may explore picture-in-picture (PiP) optics as well, but that will likely come later on as PiP tends to be very expensive performance-wise. Most likely what will happen is, if PiP is implemented, players will be given the option to pick whether or not they want regular optics or PiP (similar to what you see in games like Insurgency: Sandstorm).

    Bots/AI
    The programming team primarily focused on updating and configuring the bot/AI systems in June. For those that have been tracking, you may recall that the very first implementation of our bots was quite basic—they walked in a conga line, had 100% accuracy aim, and did not engage enemies until they were within very close proximity. Now, they spread out more, their engagement range has been increased, and their accuracy has been toned down a lot so that the firefights you get into with them feel a little more natural.

    In addition to these changes, the programmers implemented AI support for larger/tiled maps, as well as integrating and refactoring other changes to the AI made outside the framework. “Boids algorithm” for group movement behavior was also implemented as well.

    Software Development Kit (SDK) and Modding
    Another month of waiting for Epic to move forward with the SDK. We anticipate that the SDK will be out sometime this month, maybe next month. We have been in active communication with our contacts at Epic, and we know they are looking into it, so as soon as they are ready to proceed the SDK should become available for everyone to start experimenting with. As we stated last month, we will be sure to make announcements the moment it is available for everyone to get their hands on.



    That’s it for this month folks! We look forward to sharing more with you all later.

    Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

    -Goomes, Lead Community Manager




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  2. Hello Drakelings!

    Welcome to the tenth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of May 2021.

    To start off this month’s devblog, we want to recap a couple of major events that happened in the past few weeks: we had our very first test with bots/AI (went up to 128 bots combined with a handful of players with ease!), and we also did our first testing with a prototype system for the FOB construction system.

    For the bots/AI, as you can see in the GIF below, they aren’t very intelligent yet or even capable of doing anything that impressive (all they can do right now is capture flags and shoot enemies, and they love to walk in a giant conga line), however this was a major/critical step forward in achieving our goal for the OHDCore platform to deliver players with the choice to use bots to play by yourself offline (PvE), play with or against them with friends (PvEvP), or of course play without them and only against other players (PvP). In the coming weeks and months, the programming team will be working on improving their behaviors so that the bots/AI present themselves as more cunning foes, and behave more like human players (i.e. seeking cover when shot at, understanding how to maneuver and flank, and so on).

    WelcomeGrandIbisbill-size_restricted.gif
    Playtest with bots/AI—128 players and bots (mostly bots). Performance was not the greatest as I am sure you can imagine, but there were no server crashes and things ran stable the whole time. It will only get better from here!

    If you would like to experiment with the bots, make sure you have Test Environment installed, and then you can use the following console commands in the main menu to start a match:

    net.MaxPlayersOverride #
    net.MinPlayersOverride #
    Bot.Autofill 1
    open MAP


    Replace # with the number of bots you want, and replace MAP with whatever map you want to play (map names you can use: khafji_p, fallujah, lamdong, montecassino, argonne, AAS-TestMap). You must set net.MinPlayersOverride to be greater than 1, otherwise the autofill will not work.

    Let’s get into the rest of the recap for May:

    Expansions

    Operation: Invictus
    The ISMC team has been hard at work continuing to produce some very high quality assets for use in the Operation: Invictus expansion. Before we get into showing off some of their recent work, their team prepared a short Q&A with one of the lead developers titled “Three Shot Burst”:

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    Interview with Anders, developer for Operation: Invictus
    Operation: Invictus is the flagship expansion for the upcoming title Operation: Harsh Doorstop. It is the newest project created by the original devs of the ISMC mod.

    1. You cut your teeth developing the extremely popular ISMC mod for Insurgency: Sandstorm. What parts of that experience contribute most to the development of Invictus?
    ISMC started because of my passion for guns and gear, and through it I was constantly getting better at texturing. Now I get to learn modeling on top of that! It's a very fun process collaborating with the other artists. I also learned a ton from figuring out the core features like scopes, gun handling, balancing realism with gameplay - all that stuff I did for ISMC. So for me it feels like a continuation and evolution of my work on ISMC: pure passion and fun.

    2. What will be possible with Invictus that wasn't with ISMC?
    Oh, everything! We can do sounds, animations, game modes, every aspect of game design is open to us. We are still building the solid core systems, like scopes and gun customization, but I would take that freedom to create over restricted use of developed tools any day.

    3. What music do you listen to when you code?
    Dream Theater, mostly! I'm a huge prog fan, so I do enjoy Opeth, Porcupine Tree, Haken and such. As a guitar player I gravitate towards more complex music, and I do plan on making some music to go with my game development projects at some point!

    Anders lives in his native Norway with his partner Liv. He has been an accomplished woodworker and archer for 15 years, and crafts historically accurate medieval bows and arrows.


    Here are some of the models that Anders and the rest of the team worked on last month:

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    MP5, TriArc Glock 19, TriArc 2011 Commander, M4A1, AWS SMU Battlebelt

    At the time of posting this devblog, the TriArc Glock 19 is already available to use in game (although the animations are still not fully configured properly), and the rest will be made game ready very soon.

    Operation: Michael
    The ISMC team has also been working on creating the US soldier character model for Operation: Michael:

    7c163dc1f1d55bd74b8432732782d43250ef0d55.pnge05011d42cbb183dc1550025e1c4e5a9c12df4d3.png
    2d1df16a4caa6d6873873981346f7e3ebe9b4343.png 575aca42575b3e2bc0008fbcb5daf67ecb6291e8.png 9e1e33bbf327e29570e03bce4301c45551fbfbbd.png 8629057434313bd6665b7d6254fd371b9642041d.png 62c7c9a41b437f283daa22ff0fe95e5ebf71bd17.png bd7033fecd8517ac68a0f56217ecf1ec6dccb6c0.png cd75bd63b71f49c979dbc4344ec53f690257efe7.png 25dce0b5612c6cb67fd5a217207320356086a652.png dc5ef83a9dad5169fc5e308c23835fea9f73a138.png 3154be983e72110ada6be53d9d4c0968aeaf3513.png c69a2bee342ed0c4e55359d53b6f27fa50107ad2.png d8d28e6c2d1f740931c1e39caf7bd606cf58f89f.png d57cba53829469c3202dd30e88646aae028d35db.png 4c4fb2dada4fc767142bdb1629733ebc5de7f7b9.png ce743e71d9855450b5e5788cc6b6344988e84de9.png 23bab1f3514d50d73c9e4cd2a99b40f00276fb19.png

    These models should be available to preview on the Test Environment.

    Operation: Rolling Stone
    In May, work began on the USMC soldier model concepts that were shown off in April:

    48e88e19e6146a94693a614010e871ed775d635c.pngfca6e0d8fc6a39f7653266a41e1f71dc2c1f7a80.png
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    These models are also now more or less completed and can be found in game.

    Maps

    Risala
    Risala has continued to receive detailing and design passes to further flesh the map out:

    a61edb52769a24076e3cd1f14d72ad09cc91fd8f.png
    f5d007b6adf9bd2971ecc34771a10bc77d55b437.pngb5ac8c631e13ebead11e4c7e14e0e4b1d1e79c35.pngb4075968508a41b71e18dc023f5992dece5b403f.pngcd8995b85bfc7e1ed76afcbc7ffaff98d8e09bb6.pngfcd7fcae1964eeb9cbf4cc466e1780f7ba8d9b2a.png06bdb871c3318368a9232d4a796f3951da972ea0.jpg0168d850b9b6db666e4371b52c21feeb7d6e2185.jpg43e3df0291b1559c56fce44545c07d01b3b86f4a.png7cc4d37d671b3a97c9c3c1533eff65842e3f81c7.jpg59b36b02907f5e7bd974d41b470d5e1e80d6794c.jpg

    Lam Dong
    Lam Dong underwent a list of updates and improvements, including updates to the lighting, tweaks to the water color to make it look more blue, the landscape was repainted, and more ground cover/debris was added to add to the overall detail.

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    Monte Cassino
    Monte Cassino received further blockout work to the Abbey building, as well as detailing passes to the fields and nature areas around the map.

    5b64eef70b7c94435b56eba00c5c603270103c05.jpg
    41dc998e20df7728b05a2b82a94ee387a06732b1.jpg d5e4ec0a65a691948ab4a860b250cb128a29e5a7.jpg 9a87ce406ea012cd89b4d7029a2fdc0dfab19750.png 3c8b73902a73afb5c2dca628918d66bea3c35f6c.png aa048a90d7ff018443142bb02a379e7f87799c78.png

    Argonne
    Argonne continued to receive detailing passes to the foliage and landscape, and the team began laying out the trench assets throughout the various trench lines across the map.

    3e0e93cae7641a6d1bff829335842d27582afa87.jpg
    bfca78b2d3077958e95f1f45c0e14f45fb509c0f.jpgba9f6878b702ede4ff1e565101a96f6afb459d68.jpg4b3f87d3d372477dbebf7826cedc9b73dc22c766.jpge195373674103824d81d74cfbda0cd6b8d268d85.jpg5998310ac114439355cb833f01a4da85da4a160f.jpge41eb4bacb37d85209a72b21b579cdbc5f030bca.png6c3acbf7ba7bf49c6bbfadd43ede9082ecb2eead.png

    Animations

    More gun animations!

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    TriArc Glock 19, M1919A2 Browning Machine Gun, AKMN, MG42 (not final/WIP), P38

    Objects, Models, and Textures

    Weapons
    Rifle mounted grenade launcher variants of both the M1 Garand and Kar98k were created:

    a5989aa77f85db5afd80556145043938b189682c.png
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    f0f44575bcd1e5d4f67765a616c20b0dbd4a9e3d.png ac498008a90f6b796bbeedc6696d01fa7a625aa0.png

    World Props and Environment Assets
    More props were created for use in all of the levels:

    d5e7574c9c34f571c314bc466827601f0ddf9f73.png
    55200aa867d2b377a865948f5e7ffac031469f29.png 0a8fefda9d98ec35940bccf65c80d354fc8d5f4e.png 75a5c386b6668e8e9534940b6858364dc3c314c5.png 39017d9aa16499263710cbff8cb02a1b33bb75b4.png dd4c6093722287f6d91851c3c95e75b8018e0b8a.png 4501910ada92b1fdcba2c1b172c96bd77a5834d7.png
    PMC and Insurgent faction flags for Invictus, barrels, gun powder canisters, sandbags, and spike walls for Rolling Stone, and some traffic cones (the Pooky Special)

    Upcoming and WIP Features

    Software Development Kit (SDK) and Modding
    Not much to report here other than we are still waiting on Epic! As we have mentioned in prior devblogs, all of the paperwork is done, agreements signed, and so on, so the ball is in Epic’s court. We will be sure to make announcements the moment it is available for everyone to get their hands on.

    Bots/AI
    As mentioned at the beginning of the devblog, we now have the very first iteration of bots/AI in O:HD. They are available to play with on the Test Environment branch of the game. Just to reiterate, if you would like to experiment with the bots, make sure you have Test Environment installed, and then you can use the following console commands in the main menu to start a match:

    net.MaxPlayersOverride #
    net.MinPlayersOverride #
    Bot.Autofill 1
    open MAP


    Replace # with the number of bots you want, and replace MAP with whatever map you want to play (map names you can use: khafji_p, fallujah, lamdong, montecassino, argonne, AAS-TestMap). You must set net.MinPlayersOverride to be greater than 1, otherwise the autofill will not work.

    WelcomeGrandIbisbill-size_restricted.gif

    Work now begins on some initial configuration and optimization, and then we will be working on expanding and adding greater depth to the AI behaviors so that they will be more interesting to play with. Some of the behaviors that we will be working on include, but are not limited to, the ability to bound and peel, flank and maneuver, seek hard cover and/or concealment when being shot at, being able to operate in fireteams/squads/platoon-size elements (varying levels of command), use vehicles and static emplacements, and more. All of this of course will not happen overnight and will require a lot of time and dedication from the programming team, but we are quite confident that we will be able to get there when all is said and done.

    Building/Construction System
    Last month we did several playtests where we tested out a prototype of the building/construction system that we have shown off in prior devblogs. We collected a good first round of bugs and feedback, and now the system is being rebuilt for a more proper implementation. One of the new features that is being worked on for that implementation is snapping:

    TemptingFeistyJohndory-size_restricted.gif

    We hope to have another updated version soon as we push towards having a first iteration ready for a stable build.



    That’s it for this month folks! We look forward to sharing more with you all later.

    Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

    -Goomes, Lead Community Manager




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  3. rssImage-1adeb60d5efeac4423739f96a13a098e.png

    Hello Drakelings!

    Welcome to the ninth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of April 2021.

    First up, we wanted to make sure to reiterate the tentative roadmap/schedule of the planned updates and major features that the team is focused on creating leading up to a Steam Early Access release:

    f248fd0d9a37a7b2e5dca634a1baeda9af12bbf4.jpg

    If all goes to plan, we should be looking at a Steam Early Access release sometime around December 2021-January 2022. This timeline is of course always subject to change due to the nature and reality of the complexity of game development, especially on some of the bigger ticket items on this list. Also, just to state for the third time (for good measure) we will be releasing into Steam’s Early Access program, meaning the game will still be very WIP and there will still be a long road ahead of us to take the game and the OHDCore platform to where we want to see it. We will be sure to keep everyone updated if there are any changes to this schedule.

    Now on to the recap of the work the team did in April, including a very special announcement:

    Expansions

    Operation: Invictus
    We are very excited to announce that Drakeling Labs has now officially partnered with the ISMC development team! We have been quietly working with them behind the scenes for the past few months on Operation: Invictus, which will be another expansion for O:HD that is focused on modern era tactical gameplay where a PMC faction will be pitted against insurgent forces (and potentially other PMC forces in the future).

    Here are some WIP images of some of the content that is being worked on:

    5bbc2819def3ec5cb699621c79da651010d7c11c.png
    fe2566dc1ba278cc5fc9f0cfe2c33fdbf7d6711b.png
    c759a04a9ec4b35a4bcf6470306cfba76418a075.pngf7808e291054ac4d9ba8cc0155b4b06a47592898.png011f682f3bbf0c45fb86d43aa4eaf4eeba93787c.pnga8f99b1d5547ec5fe38ed6d564680bd6428fec4f.png70d44c65d4109f2c6c2b1c66856c07b9d4899597.png81f50c9736b85dbaeb8bc17007c6ea64f7f8d90e.pngb713942e3c4e83b09903f7b076805e1fe47d504c.jpgac21be10c40f43589d15a68adf187a4c78699089.jpg
    Daniel Defense Mk18 (we have multiple variations of this, including suppressed, with/without attachments, and so on)

    ca69cb35bdf45e7ad147e8f98cbdb5396c5b9cf8.png
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    e61cf6a041085b8d4226f6d1289de3cc9ec0d034.pngb0cbb5351cb63265fb3c03259edd3d79462eb05c.pngf7487a4446351db56b8d640de35f1afda5413f98.png33542c69106d3fc3919d50f16a1e577fd1e5a48b.png
    AKMN

    71d58811b5ede7c28f2b284d3a0a4988431b2388.png
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    73de5ef373ad7a8c1ed9f0421b95c04138568834.pngd5e30452284562d8d0171fcfa462e4a0df9a1199.pngb24813057463ca9cba9e444fce882847b1bbb00a.png
    WAR Afterburner Glock 19

    e9506943500be3cee13df0de3a5b9fceea17a30e.png
    4ff7bb98091029568b07a4c2125429df1aea4ec9.pngbd2590e0bab5bbe288fe245d2e1b23e7f854841a.pngefa6e9f1d0a1980924dbe388f3465c9bcb6e47ce.pngd7fe479c6dce30a8d0a4e3013f7a0482ec82de2e.png
    PMC Character Model

    de90c3687ae702ac574195eee09d5f76de47b527.png
    b1675e024b745667dd873514478a8ae9890a620a.pngade04b67445db04eb6a590892d1e11e425110423.png107dcfe9d36958280bc205bd52058ec1b6433887.png
    Insurgent Character Model

    On top of the content shown above, the following weapons will be coming very soon to further flesh out the arsenal that will be available in Operation: Invictus (and that will also be available for use in other scenarios as well): MP5, AK103, SCAR-H, SA58, MCX, HK417, and a shotgun and bolt action rifle (those two are still TBD). There are even more guns being discussed as well, so you can expect to see anything from the list above, or potentially other options beyond that list quite soon—main point being more guns! These will all be shown off in future devblogs, so make sure you keep an eye out for them!

    The ISMC team is a great example of a team of talented and creative individuals with a passion for game development that will benefit from the OHDCore SDK. They are among the first to gain access to it to start working on content for O:HD with little to no restrictions set in place so that they will be free to fully explore and deliver the content that they want to bring to the community. Both of our teams have been vibing very well together and learning a lot from each other, so we are stoked to be able to have an opportunity to work with them—we can’t wait to share more with you as the project develops further.

    If you are not familiar with their work, here is a recent video that Bluedrake did on his YouTube channel with gameplay from a major update to the ISMC mod for Insurgency: Sandstorm. Make sure you check out their other channels/platforms to learn more about them and track their mod: Website | Twitter | Instagram | YouTube | Discord

    Operation: Rolling Stone
    In April, a significant amount of work was put into the Lam Dong terrain that is being made for the Rolling Stone expansion. Last month, we showed off Lam Dong while it was still in a very early blockout phase where the level design team was just starting to flesh out the environment assets, and place some of the building assets. Just a month later, here is the progress:

    65cd864d3fcc87afeb4ea67dbc0a70e8db7818eb.jpg
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    72267896e401e61dc87eddf542854f7421f542c4.jpged5148029f878cd62fa2229b5afba8712779e45a.jpgb58975607dd9c080e39b4dfd3f1e386ae0b45570.jpg6b9855d04d869fb7ada8132153ccc8cf6f5a9c0f.jpgba302904f9e3027edcfc9aed9cd5e6d9afa639be.jpg169ddfda9edd847c98b2690776608fd048e887b7.jpgcfb7d1cc66aaa7d90794c07860fa1a853c05323d.jpg6583ef04ebf75900edd7012f598d76c2fd624c7f.jpg6944a2d99d47ebc9fff796876608983bfd534a84.jpgdd09fba45f54b2791b8fdd11ac19a9bd7ccb1df7.jpg9ae6926066e40725fc6cef1a78e35261101b6ae5.jpg4a9120f02431164539087ec235fd49c69c86e93a.jpg0ce6a6693b8a9d329682ba55898da97e20288c0e.jpg305ca324805db5d3491ef3cc6f60b3317fdaba7a.jpg39aaaa8665e907e8bfad3e64495762ad5019a798.pngc8ac1521e55cee67b9eb0ebf3115c363805429e4.jpg081b9ebf0d3628c8372ea5f2570bfc73b98770d8.jpg89431b61195dab924f0e6154748837a3fa82c448.jpga54412d0ce56fad49209d2e7c76ab0aeaa39cdf5.jpg5119cc85e1b4ca733c14f68445dea76fd5571348.jpg215030d07898f35d1b9af32430d8c2425fc93592.jpg

    In addition to Lam Dong, work began on the NVA faction character model (courtesy of the ISMC team’s talented artists!):

    fb2318bf8f827d6d50962457055faeb166103fea.png
    01bce4061c2697d7ceaa03239183df0c39311313.png
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    4c7344df3db421ae9add2a5a16593c0d14e8c0e9.png067270ec54baa7c387d3df283c7182f5633afcdc.pngb543e4894b83f4684f33f52b0a156b200fb85969.png7d4a467d5508f6d54eccf0b360da14d428e4c180.png6c8e2049182f8f985af3f816f8c39fdb5582c360.pngbf5e2c5d84872cdc138b3fac69d0755dc2504955.png79ec026ab77ea778b7e6adccaaa4f52ea9bb6460.png

    As many of you have likely already seen, the NVA faction model is already much further along by the time this devblog came out (which will be showcased next month). The ISMC character artists are also going to be working on the US faction for Rolling Stone as well, so we will have more to share on that soon (we will likely be working a lot more closely with them on updating and/or replacing older/existing placeholder character models too, so stay tuned for that).

    Operation: Overlord
    For Operation: Overlord, last month the level design team did some more work on the Monte Cassino terrain, continuing on with blocking out structures and major props on the level:

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    Nothing else to report for Overlord this month, but you can see how much further along the map and content is already a month later (just load up the Monte Cassino map).

    Operation: Michael
    Work on the Meuse-Argonne Offensive map continued, specifically in regards to the trench environment props that are being made. You can see how these will look here:

    1c8a9430f5121aa4913cc6737214ad0eee24bf3c.png
    51fba95a6b6f2136ff955623856970c935fad1df.png406f1c924e7be800e31a135ce3d59003fecaff3d.pngbb27a2aa054a6a8f343e33c90fabf7958a19739f.png

    Once again, you can see how much further along the map and content is already a month later (just load up the Argonne map).

    Maps

    Risala
    Further detailing and level adjustments were performed on Risala:

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    74bf8f4558b463b2132646ca5016dfb693491fc3.pngd3b9be252a4d2eab40c60383c060e803ff5149b2.pngbfdf91b2fff1917946bdc9743899c57e95d863cb.png78efabdf4f2e4975631665a04a52403d902d92e2.pngef2d18155e02f87b79f2b0fae7b2501298c73170.png776fa4524621a89a599c32e736a6237400205b71.png

    Risala is the map that we will be showcasing the first gameplay of Operation: Invictus on. We are still testing flag layouts, doing initial optimization work, and getting the map ready for the level designers to go in and start doing further detailing passes to give it a more lived in, war torn look.

    Training Grounds
    Training Grounds has continued to receive detailing passes from the level design team:

    3f57e62b25520e756f06f8731c52409371fc489a.png
    a552078c8b1796b83b51efebc60ac3d17fea227f.png445baf15fe5d0a4352464fc09a7ff69044cf7e49.pngbd8d1957385a78461bb13dc355c593f90706e215.pngab835759349f5d4a20ea52d62c7f6dcc17a8aec9.pnga3dd40997dc439d28ac2d0228a2093da99da213d.png88d36cada0677436ae456a2ce21a4d0cec9a897e.png8c746eba69b5b9e6d31efb0ab80f181b2c88942d.png4143df997ab76b34df02e23937633442f2e86f4e.png

    We are also beginning to make it easier to test weapons out by making special factions dedicated to this map that will have all of the classes unlocked with all of the guns available for use on the various ranges, shoothouse, and so on.

    Objects, Models, and Textures

    Vehicles
    A first look at some of the upcoming vehicle models that will be used when the team pushes back into working on vehicle integration for OHDCore:

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    Humvee and MTLB

    Much like we have done for Warfare 1944, you can expect to be able to mess around with the vehicles in the Training Grounds map before multiplayer implementation, so stay tuned for that.

    World Props and Environment Assets
    The 3D modeling team also worked on a range of props, textures, and so on in order to fill out all of the maps:

    ffcff62dc4a57330433dfd9a27347fb718468fdb.png
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    New flags!

    21702e9347fd666c9ba0e686c2a5eac52c994f8c.png
    14f5605488493627973ac541239d7ddc58782043.pngd3577f0627ad6023a3322ecb3a0f967eff7cf6e5.png428f374775a96408972eba194eeaf1b61b267af9.pngce586eb716c7b11ba399fa450ceeac561b77106a.pngfd7b6c9adef6682d541c885a5537958d45250dd9.pngb9dd7eafbfc4030f42766ff4912a43f180a61187.png
    The Abbey of Monte Cassino for Overlord

    49a6c80e5c4bcb8d5c23ec64b8e3dbcdc8179f21.png
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    More miscellaneous props for Lam Dong/Rolling Stone

    Upcoming and WIP Features

    Software Development Kit (SDK) and Modding
    As of the time of this devblog, all of the paperwork and other formalities that need to be taken care of with Epic Games are now completed, and we simply await the SDK going live on the Epic Launcher. We will be sure to make announcements and posts all over our platforms once this becomes available, so make sure to keep an eye out for that if you are planning on getting your hands on the SDK.

    As far as any additional work done to the SDK in April goes, the lead programmer mainly focused on bolstering up the security of the internal repositories and prepping the scripts for public SDK deployment on Epic. We also began onboarding a number of modders and modding teams (such as the ISMC team and a few other modding teams that we will announce later) to get their hands on the internal SDK build and provide feedback directly to the programming team.

    As a general reminder, please keep in mind that the initial release of the SDK will still be considered a first iteration, and is something that we plan on continuing to improve and expand upon over time (you should have a lot of free reign over what you will be able to create, however). Last but not least, please also keep in mind that Steam Workshop support will not come until later, so while modders will be able to start creating, there will not be a solution to distribute and run mods right off the bat (we figure it is better to get the SDK out earlier and let people start getting accustomed to it sooner rather than later). You can refer to the tentative roadmap schedule posted at the beginning of this devblog to gauge our estimated timeline on when we are aiming for these features to become available.

    Bots/AI
    The bot/AI framework that we showed off several months ago is now taking a higher priority in the programming team’s to do list. Now that the first iteration of the SDK is ready, the next major focus is going to be getting the first versions of the AI systems into the OHDCore framework. In their most basic form, bots will mainly just capture flags and attack enemies when they see them, however, this will all be improved and made more complex over time of course (plus modders will be able to get their hands on this in the SDK).

    We look forward to getting this major feature in and testing it out with the community—keep an eye on future devblogs and all of our announcements for when we are getting ready to test this.



    Thanks for catching our latest devblog! We hope this was a good one and you all found the updates exciting. The future is looking bright for O:HD, and we can’t wait to share all of the upcoming content and plans that we have in store with everyone.

    Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

    -Goomes, Lead Community Manager




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  4. rssImage-d3d080d00cfc09ae716bf6d2fab02c34.png

    Hello Drakelings!

    Welcome to the eighth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of March 2021. Apologies for the delay on this one—there has been a lot of work going on behind the scenes and it took some extra time get everything ready for this month’s update.

    First up, for those that missed it, Bluedrake and Karmakut did their first TacTalk podcast where they discussed the state of the tactical shooter/milsim gaming space from their perspectives, and went over a lot of great information pertaining to O:HD/OHDCore and what is to come. If you are up for the watch, you can check it out here from Bluedrake’s perspective (well worth it if you want to learn more about the philosophies and principles of our projects):

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    Here it is from Karmakut’s perspective as well (and if you aren’t subscribed to them on YouTube you should be!).

    Next up, we also recently had some issues with our server providers where all of the development related infrastructure is located, so we wanted to catch everyone up on that. Long story short, their backup generators caught on fire which triggered the fire suppression system, and flooded out their data center. Fortunately, nothing was lost so this was merely a 2-3 week setback, and most of the team was still able to continue on with their tasks as planned. That said, as of the time writing this, the one thing that we are still missing is the Steam build server, which is what we use to actually push new updates and builds to Steam—this is why everyone has seen less updates on the main and test environment branches of the game the past few weeks (if you really want to read more about it, you can do so here). We are currently in the process of transitioning to a new provider, so everything should be back up and running in that regard here very soon!

    Now on to the actual development work that was done in March:

    Expansions

    Operation: Rolling Stone
    Our upcoming Vietnam expansion, Operation: Rolling Stone, received a lot more work on the Lam Dong map, new foliage assets were made for populating the jungle areas of the map, and many of the upcoming weapons received animation work (which will be shown in a later section).

    Here you can see the map as it has progressed in blockout phase, with some look dev detailing work done as well:

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    New jungle foliage assets:

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    Operation: Michael
    For our upcoming WW1 expansion, Operation: Michael, more work was done on the Meuse-Argonne Offensive map. At this stage the map is still purely in blockout phase as the level design team works towards laying out all of the trench line locations, and where buildings will be placed/laid out:

    10ca5b9d2997b457156c3f391d3235599e4565b5.png
    21bf092c862b4fa888d3f00903e450ab7da0eacf.jpgd47dbca26009d9ca0531e7c999d84c166befefb2.png742767393ad90cb0026c0ef2dd29964691cf3c69.png97a82396d4b83a69967a9c3676440398478d654b.png9e66076d93134d95454b0d7fe76cb9aa0ac3c5e4.png72b279c5d8cb640d3b6c37e58b368c6e1a711b35.png

    Maps

    Risala
    Risala has begun being detailed and filled out with proper buildings and environment props (many of which you will be familiar with from Khafji):

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    In next month’s devblog we will take a deeper dive into this map as a considerable amount of work has been done on it in April. Risala will be available for more regular testing very soon.

    Training Grounds
    The level design team has made a sizable leap forward with their work on the Training Grounds map since it was mentioned last month that it is in development. There is still a lot of work to go on it, and it will likely be receiving updates well into the future as more and more features are completed for OHDCore, but it now has basic functionality and is playable for those that want to experiment in it (alone or with others in a server—the killhouse section of the map is a fun time with two small teams fighting each other).

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    Animations

    In the month of March, the animation team created a series of new animations for weapons that will be primarily used in Operation: Rolling Stone (Vietnam) and Overlord (WW2), which you can find some of the renders of down below:

    OpulentMintyDikkops-size_restricted.gif
    ImpassionedUnselfishCuscus-size_restricted.gif
    CorruptImpishDotterel-size_restricted.gif
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    GeneralLameGecko-size_restricted.gif
    AltruisticHomelyIbizanhound-size_restricted.gif
    UnfoldedImpishBuffalo-size_restricted.gif
    DimFoolhardyIchneumonfly-size_restricted.gif
    IlliterateTimelyDodobird-size_restricted.gif
    M16A1, AK47, M79 Grenade Launcher, SKS, M14, RPD, BAR, M1903A3 Springfield, 1911

    Objects, Models, and Textures

    World Props and Environment Assets
    Last month the 3D modeler team worked on a number of props and assets for use across the various maps that are being created right now.

    We are pleased to announce that the modular shoot house props that were created for use on the Training Grounds map are actually now available for purchase through the Unreal Engine marketplace—you can find them here. Any purchases of these assets is another great way to support us—if anyone buys them and uses them in their project let us know! Here are some screenshots:

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    Our modular shoot house props in use in the development of SCP Pandemic, a game by our good friends at Affray Studios (check them out and give them a follow and wishlist if you like what you see!)

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    Some destroyed variants of existing building assets that will be used later on maps like Khafji to give it a more war torn feeling:

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    A variety of huts for use in the Lam Dong map:

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    And finally a couple of other misc. props—one of the shovels for use in infantry kits, and a tire wall for use in the Training Grounds map:

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    Upcoming and WIP Features

    Software Development Kit (SDK) and Modding
    During March our lead programmer worked almost exclusively on getting the SDK ready for public use. We are currently in the middle of working with Epic on getting the SDK implemented into their launcher (exactly how you would find other SDKs, such as Squad, Insurgency: Sandstorm, Conan Exiles, and so on) so that modders and modding teams can get their hands on it as soon as possible.

    The next step in this process—once the SDK is actually available via the Epic launcher—is setting up the Steam Workshop implementation. Workshop functionality is what will allow players to actually be able to download and load mods onto their client and on servers. Because the SDK access will likely be coming first, there will be a short period of time where mods will not be able to be ran outside of the SDK itself (although this should actually have a positive side effect as that means there will likely be mods ready on day one of the Workshop being available, plus modders will be able to start familiarizing themselves with how modding in OHDCore works ahead of time).

    In addition, the programming team also worked on the basic foundation/framework for how modding will work overall, such as the functions and methods for modding support to make sure the game is easily moddable, and coming up with a good system for ensuring mods can stay up to date with updates to the game and SDK (to avoid mods breaking due to updates). One of the ways that we plan on doing that is offering players the ability to roll back their versions of the game to make sure they aren't forced out of using mods if the game and/or SDK needs to get an update. In addition to that, we are exploring ideas like staggering main branch updates with test environment updates alongside the SDK so that mods can be updated before a main branch update is pushed so that the day we need to update the main game, mods can come along at the exact same time without any interruptions.

    Building/Construction System
    Another programmer on the team spent time setting up the foundations for the construction system that will be used for things like building FOBs. Right now the primary goal is to make sure that the systems we are developing will not only work well, but also perform at scale to ensure gameplay is consistent and works how it is intended on a full, action packed server.

    Some very WIP demonstrations of how this system will work:

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    We are still working out the details of how all of this will be balanced and incorporated into the gameplay loop, but this is how the base functionality will work: squad leaders will be able to access the build menu via the radial menu system, place down construction points, and then squad/team members will be able to use their shovels to construct/deconstruct accordingly (very similar to what you would be used to in games like Project Reality and Squad). This system should be integrated into the test environment soon for testing and general feedback.

    Warfare 1944

    Not much to report on Warfare this month, but if you have not had a chance to check out the latest devblog update from last month you can find it here. In that update we outlined all of the improvements that were brought to the base game due to the work that was put into the OHDCore framework, such as suppression mechanics, tracers, and so on.



    Thank you for checking out this month’s devblog! Next month we will have some exciting news to share with everyone that we think you will all be interested in, so keep your eye out for the next devblog and announcements in the Discord and on Bluedrake’s YouTube channel.

    Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

    -Goomes, Lead Community Manager




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    Hello Drakelings!

    Welcome to the seventh devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of February 2021.

    To start this devblog, we would like to take a moment to direct everyone’s attention to a video that Bluedrake42, the owner of Drakeling Labs, has made where he revisits the goals and philosophies of our projects, and answers a lot of the common questions that we have been seeing around the communities as we have begun picking back up playtesting sessions (this is a follow up to his initial video on this topic):

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    We hope that this video is informational and answers a lot of the questions that we have been hearing around the development of O:HD and its associated games/expansions.

    Scenario Sundays and Playtest Sessions
    Now that we have covered some more general background information, we would like to talk about the playtest sessions and other events moving forward. Starting at the beginning of March, we began conducting and/or planning regular playtest sessions each week for both O:HD and Warfare 1944. As both games are nearing a state where we feel it is worthwhile to do so, we plan on continuing these for the foreseeable future so we can get some more gametime in with the community in order to not only find bugs, but also collect invaluable feedback as some of the earliest foundations of the game and OHDCore platform are being built.

    Typically a standard playtest session will take place on a Monday, Wednesday, and/or Friday at around 4:00PM Eastern Standard Time (EST), as this is when we hold our internal development meetings and most of the team is around to test and collect data; that being said, we are going to try our best to host events outside of these times for those that might not be able to make it to those, so stay tuned to the O:HD Discord and Steam events so you can see when we will be planning these out.

    In addition to the playtesting sessions, we are also excited to announce that we are going to begin hosting Scenario Sundays again (start date TBD—they will be announced in the Discord and/or on Steam), which is an event that Bluedrake used to put on with his community back in the early days with Project Reality, where players would participate in more unique and dynamic types of gameplay sessions that differ from the typical AAS gamemode that you are all used to seeing. During Scenario Sundays you can expect to see events such as VIP escort missions, hostage scenarios, attacking and defending certain key buildings, and more—basically whatever we and the community can think of that is possible to accomplish with the current tools that we have at our disposal (this is the beauty of having our own game on UE4, we can more or less do whatever we want!). The list of options that we will be able to incorporate into these scenarios in the future will only continue to grow, and we look forward to playing them with everyone!

    Let’s get on to the work that the team completed in February:

    Maps

    Khafji
    In the month of February, the team put the last finishing details and optimization work into Khafji to complete the first milestone phase for the map. To be clear, we are not done with Khafji yet, however, now that we are moving on to other maps and Khafji is in its first real playable form/state, we feel it is at a point where we would like to give it a more proper showcase to hallmark the progress that has been made over the past 6-7 months (from blockout to first detailing passes):

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    A selection of some before and after shots:

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    And a bunch more shots and angles of the level from the rest of the level design team:

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    Future plans for Khafji will include further optimizations, making it feel more war torn by swapping out some of the current building models with destroyed variants (which we should have images of on the next devblog), more flag/capture layouts, as well as continuing to detail and expand on the outer areas of the map that are located beyond the central city and industrial areas.

    Risala
    Last month we introduced the new map we are working on: Risala, a neighborhood of Fallujah located to the southwest of the city. Risala will be 1x1km (so roughly ¼ the size of Khafji), and will be more focused on CQB-oriented combat.

    In the last devblog you can see a very early layout for determining building placement locations and overall map flow. This month you can see how the level design team has taken this concept layout and started to blockout where the rest of the buildings will go, and continue to expand upon it. Here are some images of the work that went into this map in the month of February:

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    As you can see, the progress on Risala is already measurably faster than what it took to get Khafji to the state that it is in. As we have stated in the previous devblogs, a big part of the creation of Khafji was also developing a lot of level design tools and systems from the ground up in order to put these maps together more efficiently and in a timely manner. You can expect to see the process of map creation continue to speed up as the team continues to build on and expand these tools.

    Pro-tip: The images shown above display the work done in February, however, the map is already further along—if you have access to the Test Environment branch on Steam, you can preview this map now by loading into a singleplayer map, opening the console (~), and typing in travel fallujah.

    Shooting Range
    The level design team is now also working on the Shooting Range map (which will be similar to the one that was created for Warfare 1944). The map will feature two shooting lanes (50 and 300 meters), a killhouse area, a vehicle depot to test WIP vehicles (once they are available), and an airfield to test WIP aircraft (once they are available). We do not have any images to share for that this time around, but next devblog we should have a nice big batch of photos for everyone to look through.

    Expansions

    During February work officially began for the three upcoming expansions that we have planned: Operation: Rolling Stone (Vietnam), Operation: Overlord (WW2), and Operation: Michael (WW1). All three of these expansions will be free upon completion, and Patreon backers will have access to the WIP versions prior to completion.

    Operation: Rolling Stone
    Operation: Rolling Stone will be our Vietnam content expansion for O:HD, and will likely be the first in line for testing with backers.

    The first map for this expansion will be Lam Dong, which is undergoing its initial blockout and planning phase (very early):

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    The environment artist is already making passes as well on the jungle foliage:

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    The planned factions to start will be the US and North Vietnamese Army (NVA) factions. No images to share yet of the weapons and character models, but we should have some to show off in next month’s devblog. We are still finalizing what the kit loadouts will be for each side, so we will list those out in future devblogs.

    Operation: Overlord
    Operation: Overlord will be our WW2 content expansion for O:HD. The first map for this expansion will be Monte Cassino, and the planned factions to start will be the US and German factions. No images to share yet of the map, weapons, and/or character models for Overlord, but we should hopefully have some to show off in future devblogs. In addition, we are still finalizing what the kit loadouts will be for each side, so we will list those out in future devblogs as well.

    Operation: Michael
    Operation: Michael will be our WW1 content expansion for O:HD.

    The first map for this expansion will be the Meuse-Argonne Offensive, which is undergoing its initial blockout and planning phase (very early):

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    The planned factions to start will be the US and German factions. Once again, no images to share yet of the weapons and character models (and we are still finalizing what the kit loadouts will be for each side here too), but we should hopefully have some to show off in next month’s devblog.

    That is all for the first planned expansions for now. To reiterate, all three of these expansions will be completely free to everyone upon completion, and Patreon backers will have access to the WIP versions prior to completion, so if you want to actually get hands on with these as they are being developed, and participate in the playtest sessions we will hold once they are in a playable state please make sure you check out the Patreon and consider supporting us!

    Objects, Models, and Textures

    World Props and Environment Assets
    Shifting back to the Gulf War content for O:HD, here are some images of more world props and environment assets that the team worked on, revamped, and/or completed in February:

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    Upcoming and WIP Features

    Game Modes
    Right now the team is brainstorming some new game modes and systems that we can use during playtest sessions, and the Scenario Sunday events we mentioned at the start of the devblog. If you have been participating in our playtest sessions during March, you may have noticed that we have been changing around flag layouts, ticket amounts, cap times, how tickets are lost, and so on, which is basically us testing out some of the limits with the current game mode system that we have available to us. In the current iteration of the OHDCore platform, we only have the basic AAS game mode, which has some flexibility on what we can/can’t do with it, so this is just us exploring those boundaries.

    In addition to experimenting more with what we currently have, we have begun writing up our game design document(s) for our plans for game modes beyond AAS, and how we would like to pivot the current systems to be able to achieve the game modes we want in a flexible and scalable manner. AAS is great for early testing, as it provides us a tried and true game mode that is simple and straightforward (it just works), however, we all know everyone is getting a bit tired of the typical “go to a flag > sit on a flag > fill the meter > capture a flag > move to the next flag” gameplay loop (we know we are getting tired of it ourselves!) so we have every intention of innovating this game mode as much as we can.

    Because of this, we are currently working on our own version(s) expanding on this formula to make things more dynamic and interesting. We aren’t going to divulge much more on that in this devblog, as we would like to flesh our ideas out more and actually have some solid progress on the development front working with the programming team to incorporate all of the key elements we want to see. That said, you can expect us to outline for you all exactly what our plans are for our “flagship” game mode in future devblogs, so stay tuned for that!

    Warfare 1944

    In February the team also began merging all of the improvements made to the OHDCore framework into Warfare 1944 to prepare for a large update. Remember that all work that goes into the underlying OHDCore framework, whether it is done in O:HD or Warfare, becomes immediately available for all games using the core framework. Because of this process, Warfare will have the following systems and elements that were created in the last milestone for O:HD in the game and ready to go immediately:
    • Suppression Mechanics
    • Tracer Effects
    • Leaning
    • Prone
    • Rework to Ammo/Med Bags and Rally Points
    • Outpost System
    • Squad and Basic Command Level VOIP and Text Chat
    • Squad Grouping System
    • Radial Menu System (for deploying rally points and outposts; the radial menu will also be used for future features as well)
    In addition, the Japanese faction is now fully implemented and available to play on the Pacific Theater maps, so no more Germans on Wake Island or Guadalcanal!

    Please keep in mind that many of the above systems are a first iteration/version that we will be improving upon and refining over time—the first step is always just to get it all in the game and functional in a networked/multiplayer environment.

    We will have a short devblog going up for Warfare soon as well, outlining the above items and talking about future plans, so keep an eye on Warfare’s Steam pages and/or the O:HD Discord, if you are interested in reading more about that there.



    This was a pretty content heavy devblog this time around, so I hope you all enjoyed it! We have a lot of cool stuff to share for March’s devblog, so we are looking forward to sharing that with you all. Until then, we hope to see everyone during our playtesting sessions for the month of March!

    Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

    -Goomes, Lead Community Manager




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    Hello Drakelings!

    Welcome to the sixth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of January 2021.

    We are excited to announce that we are targeting March 1st for our returning playtest sessions for O:HD! You may have also noticed that all of the temporary testing keys that we handed out in the past have been revoked—we will be redistributing a new batch of testing keys for the next playtesting sessions, so there will be plenty of opportunities to get another one.

    Here is how you will be able to gain access to the next playtest sessions:

    1. You can pick up a permanent key for O:HD by backing us on our Patreon (these keys will never be revoked and you will have access all the way up to early access release and beyond). If you are already a Patreon backer, just have the game installed and you will be good to go!

    2. If you are unable to or do not want to support us via Patreon, once the playtest sessions begin and are officially scheduled here on Steam and on the O:HD Discord, there will be windows of time roughly one hour prior to when the test times begin where people who are present for them will be able to contact me directly via Discord to receive one of the new temporary testing keys (Goomes#7668—please do not contact me for keys before this, you will have to wait until we actually make the announcement in the Discord!). These keys will likely last up until early access release, at which time they will be revoked again—at that point the game will be free though!
    If you have any questions about this, please direct them to the O:HD Discord linked above. Now let’s get into the development work recap for January:

    Maps

    New Map: Risala
    Some initial early blockout work was done to establish the layout for our new upcoming map: Risala.

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    Very early layout for determining building placement locations and overall map flow

    Risala is a neighborhood of Fallujah located to the southwest of the city. This map will be 1x1km (so roughly ¼ the size of Khafji), and will be more focused on CQB-oriented combat. Fallujah has been done many times, so we wanted to do something a little different by focusing on just one area vs. recreating the entire city. This will also give the 3D modelers an opportunity to further expand our asset library of buildings so we have a more diverse range of structures to use on future maps.

    We will have more images for you on future devblogs as the team makes progress, so keep an eye out for more later on!

    Khafji
    In January detailing and polishing work continued on Khafji. The level design team is wrapping up their work in February and preparing the map for the first initial release into early access. Work will continue on the map in the future, but right now our focus is on having a first fully playable version that will be sufficient enough to accommodate numerous infantry-based layers covering the major points on the map. This will also be a great opportunity for us to receive community feedback so that when the map receives more attention we can be sure to cover as much of it as possible.

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    In next month’s devblog we are planning on doing a more thorough showcase of Khafji with a final set of images outlining the last detailing passes the level design team will be putting into place. It should be fun to take a look at the final results compared to the ones from the first devblogs to see the evolution of how our maps are made, so we look forward to sharing that with you all!

    Objects, Models, and Textures

    World Props and Environment Assets
    More world props and assets for placing in our environments were completed and fully textured, including a slew of new buildings such as our embassy model, various housing models, and a military heater unit:

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    16938634afd0654968e5ee94f8c7677466bd81fe.png962f40e0eaf4198ac31d4311ae998a905c68bbc4.png

    Upcoming and WIP Features

    Squad VOIP
    The first implementation of squad VOIP was brought in and is undergoing bug testing. Now it is possible to not only communicate with your teammates in local proximity, but you can also do so within your own squad. Once this system is refined and polished a bit more, the focus will shift to squad leader-to-squad leader communication.

    9864ca129be0bf690ad51db304d0c5af5f2c37af.png

    FOBs and Outposts
    Work on FOBs and outposts has begun. Our goal is to have a basic version of this in the game for early access release. Once FOBs/outposts come in, rally points will also be adjusted so that only your squad members will be able to spawn on an RP placed by your squad leader (currently the entire team can spawn on RPs for testing purposes), and the entire team will be able to spawn on FOBs/outposts making them a critical strategic piece in winning a match. We should have more for you on this on the next devblog.

    Warfare 1944

    Now that many of our major milestones for O:HD are starting to come to fruition, the team will be focusing on updating Warfare 1944 with all of the improvements that have been made to OHDCore and the underlying framework. This means that here soon Warfare’s main branch will receive features like leaning, prone, tracer effects, suppression, improved rally points/ammo bags/med bags, squad VOIP, a squad grouping system, a radial menu system, and some other “under the hood” improvements (optimizations and so on).

    Once these updates are in, we will begin picking back up playtest sessions for Warfare again as well, so stayed tuned for that! As usual these will be announced via the Warfare 1944 Steam hub and the O:HD Discord.



    That’s all for this update folks—we look forward to sharing all of our work and playing with everyone in the next playtest sessions for both O:HD and Warfare 1944!

    Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

    -Goomes, Lead Community Manager




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  7. rssImage-d89823d3eedac83d48e7512049646349.png

    Hello Drakelings!

    Welcome to the fifth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of December to close out 2020.

    The push continues to finalize our set of features for our next round of playtest sessions, and bring us closer to early access release. As usual, we do not like to provide dates, but our current tentative target for the next playtest sessions will be March, and tentative early access release on Steam will be expected in May. We will be sure to keep everyone in the loop if these date ranges shift, but given the current tasking for the development team, this is our prediction for when we will be ready to start rolling these things out.

    It is also our goal to release the first version of the SDK to the modding community when the game goes live on Steam, however, realistically this will probably take more time as there is a lot of backend engineering/programming and bureaucratic work involved in order to deliver it to modders in a fully functional state and that will be usable with the game. We will of course keep everyone apprised of the status of the SDK and when we anticipate that it will become available.

    On to the December recap:

    Maps

    Khafji
    The level design team is now in full swing in detailing mode, meaning we are rounding the corner on having a first fully playable version of Khafji! We have prepared a bunch of images showcasing the first detailing passes that the team has been working on in December that we hope you enjoy:

    37f9a4a84b1a702abef01061888db28e183b5a66.png
    bb6e55223c84dd5cec22374d89757b4bbe7bba34.pngaf69d96fe4bac1420f185171bdb26c8625ac64ad.png408cf7336d361bf52b614f5b642f81f5cf227cb6.pnge1c7d3928c2caa99b7d485e97ce00788fea0dea9.pngdebdc511675025ab19ac0a74bc2832eb59b5f1b0.pngb80041d1f33c07a0d2152327d4426b3e1870e553.png5ed8aab1ec6ee86697b5e7539e4b91fe1fbd09f5.png4bb435b169c6051a005e36b5607a27ccebf5bf77.png6c9126463d14c123f715b200764cbd1a24cdcb14.png6e3ef1cc3625763df479d12c403d6fd07c85ec86.png52dce88c07006ed472733e1486d9a308f5caa85a.png1c30725d28b88e6317e698cef8fe64b0ab79a6e1.png0a2f0f2818bf2df60fe2df4ae8254b78f5668d4b.png

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    Detailing will be an ongoing process, and will continue over the next few months—Khafji is a 4x4km map and every single building on the map is fully enterable, so building up the attention to detail will take time. All buildings will be fully enterable, and either be highly detailed to a AAA quality standard, or at the bare minimum have a basic detailing pass* (i.e. for the rooms that are less high traffic or just don’t need a high level of attention, our goal is to have them at least looking like a staged listing for a condo that is for sale, if you can imagine what that would look like).

    *Disclaimer that the version you will play at the next playtest sessions and on early access release will probably not be quite as detailed as the standard I just outlined, and will require more work beyond early access release, but we want to share our personal goals as we chronicle our map making process to you all now that we have started to hit this stage.

    Objects, Models, and Textures

    World Props and Environment Assets
    More props and objects to replace placeholder assets and help fill out/detail the world were worked on in December:

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    Upcoming and WIP Features

    Squad System
    Programming work has continued on the squad system and features that players will use to group up together while in game. We are now testing and bug fixing a first version of this in the Test Environment branch. A few words from the lead programmer that is working on this feature:

    Work was performed primarily on containers for platoons, squads, and squad members that can efficiently replicate any actions performed to said containers on the server to all the relevant clients that should know about them. This enables us to have more performant, robust management of squads and platoons overall which is very important given the fact that they will be tied to just about every mechanic in the game to some extent.

    Rework to Ammo and Med Bags
    As we discussed in the last devblog, we are currently undergoing a rework to the way ammo bags and med bags function.

    A description from the programmer that is working on these systems:

    Auras are now working for bags held in your hands, and they will restore health and ammo, but there is also a generic aura that can be used for anything else (i.e. there is an "aura system", so we can use the same area-of-effect mechanic for other things should there ever be a need for it). The auras can restore infinitely or with a limit—there's a checkbox to make bags last forever or expire, you set the "capacity" how you want it. It's basically the same mechanic as with the things you drop on the ground, but now it works while holding it in your hands as well.

    These changes are also now being tested and bug fixed in the Testing Environment branch.

    Warfare 1944

    A handful of existing world props and assets for Warfare have been retextured and cleaned up as we continue our push to facelift some of the old/placeholder visuals:

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    We are still working towards setting up the next playtesting events for Warfare, however, we are still waiting for the right time to push all of the changes and fixes that have been made to the main branch before we do so (right now all of this is taking place on the Test Environment branch, which has certain administrative and debug tools enabled that we don’t usually like to playtest with). A lot of the underlying systems (such as leaning/proning, the radial menu, squad systems, reworks to the rally points and med/ammo bags, and so on) that have been developed alongside the work going on with O:HD will be included in that update, so it should be a pretty big one for Warfare. Make sure that you track the Steam events for Warfare, and/or join the Discord (links below) to stay up-to-date on when these next playtest sessions will begin!



    Thanks to everyone that took the time to read the devblog! We are very excited for what’s to come in the new year, and we look forward to picking back up playtests to show everyone all of the work that has been done.

    Make sure to join the O:HD Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

    -Goomes, Lead Community Manager




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    Hello Drakelings!

    Welcome to the fourth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work the team completed in the month of November.

    As promised in the last devblog, we wanted to give you all an update on our plans/goals that we would like to complete leading up to the next public O:HD playtesting sessions:

    What is done:
    For a full recap of what the team has completed since shifting focus over to O:HD from Warfare 1944, please refer to devblogs 1, 2, and 3.[/b][/list]
    What we plan on having ready for our first returning playtests (in first iterations, i.e. these will all improve and be expanded upon over time):
    Khafji map in a “beta version” state (layout done and first passes of detailing to give it a lived in look and feel)
    Functioning squad system
    Functional VOIP and text chat systems, including but not limited to local proximity voice chat, radio comms between your team/squad and between squad leaders, and global/team/squad text chats
    Functioning FOB and rally point systems
    Basic player controller including weapon handling, running, stand and crouch leaning, and proning
    Basic weapons—rifles, pistols, grenades (frag and smoke), rocket and rifle-mounted grenade launchers, and machineguns
    Basic support mechanics—ammo resupply, and medical bags and bandages for health regeneration
    Suppression mechanics
    [Stretch Goal] Basic transport vehicles (if we cannot get these in we will be sure to have infantry focused map layers so you do not have to run significant portions of the 4x4km map every time you die!)
    [Stretch Goal] Basic AI/bot support
    [Stretch Goal] Tracers[/b][/list]
    Please keep in mind this list is subject to change, but this is our best prediction based on the tasks we have ahead of us and the team's speed. In addition, as we have stated in the past, we do not typically like to give dates or time ranges, since the time requirements needed to complete some of these tasks can often run into unforeseen roadblocks that take extra time to work through. That being said, our objective is to have all of this ready for playtesting events by March 2021. If there are any necessary adjustments or delays to this goal we will be sure to let everyone know!

    Let’s dive into what the team has been up to in November:

    Maps

    Khafji
    Khafji continues to take up the bulk of work on O:HD right now. As was stated in the previous devblog, this map is going to be the most time consuming out of the rest of the maps we plan on making as many of the modular and expansive tools that they are using in order to build up and detail the map are still being created from scratch. This map will play a crucial role in how future maps will be made, and how they will look and feel.

    That being said, many portions of the map that were blocked out to determine where buildings would be placed, alleys and streets would flow, and so on are now being replaced with actual final assets. From November moving forward what you will start seeing is the map getting filled out with detail, post processing and lighting effects being added, and overall gameplay balancing being done to the layout.

    In addition to this, the team is working on creating infantry-focused layers with flag capture points that are more tight knit and require less travel time on foot so it will be easier to get into the action before vehicles are introduced (we are also working on this for Warfare 1944 as well!).

    Some screenshots of the overall level design and how the map is coming together:

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    And some more building variations being pieced together using our modular building tools:

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    Animations

    Our animator has completed animations for the AT4 and RPG-18 launchers, as well as the bandages for the US and RU factions (all of which can now be tested in the Beta Branch of O:HD, although please keep in mind many things revolving around all of these are placeholder):

    HealthyVigilantHyena-size_restricted.gifInnocentMarvelousGermanwirehairedpointer-size_restricted.gifSelfassuredThornyLacewing-small.gifTestyHeartyHarrier-small.gif

    Objects, Models, and Textures

    Gun, Grenade, and Rocket Textures
    The GP-30 grenade launcher for the AK74, M67 grenades, and AN-M8 smoke grenades all received some texture facelifting last month. In addition, the rocket for the RPG-18 has been textured:

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    World Props and Environment Assets
    A whole slew of new world props and environment assets were also modelled and/or textured to bring some more character and detail to the world:

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    Upcoming and WIP Features

    Leaning and Proning
    The first iteration of leaning and proning is now rounding the corner and undergoing internal testing in our Beta branch (you can check both of these out right now if you have access to this). We still have plans to polish and refine them more, but we felt that having the basic functionality in sooner rather than later would add a lot to the overall gameplay experience and will help us acquire early feedback to make sure the final versions are just right.

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    Crouching left/normal/right stance

    No photos of proning this time around, that one needs more work (if you look at it in the Beta branch you will know why!). We should have more to share with that in the next devblog.

    Squad System
    The programming team is currently working on implementing the first version of the squad system, where you will be able to group together with other players into more organized squads for better tactics and planning. Here is how the first version will look:

    33e3ce63240a8ecf8132f212998a42304df96366.png

    Radial Menu System
    Soon we will also have basic functionality for the radial menu system that will be used to build FOBs, deploy rally points, call out enemies, and so on:

    0116cd19a5805dd6984fbd8bfd094c189fcff108.jpg

    Please note that the actual radial menu UI look and feel (such as the icons, text, etc.) is placeholder and for functionality only—eventually this will all receive a facelift to look better and match the other UI. In addition, the image shown above was taken outside of the actual game/OHDCore framework and still needs to be merged into it.

    Rework to Ammo and Med Bags, and Rally Points
    Recently we decided to make some changes to the way that our ammo bags, medical bags, and rally point system will work.

    Moving forward, ammo and med bags will now replenish any teammates' ammo and health that are within a certain radius of the player holding the bag (in other words no more throwing them on the ground).

    With rally points, these will now be deployed via the radial menu by a squad leader (versus how it was before where you would equip it like your weapon and then throw it on the ground). Deployed rally points will last for a certain amount of time and then expire/disappear (the time limit of which will be determined by server owners). If an enemy enters the radius of a rally point, it will now be completely destroyed, whereas in the old system this would simply prevent players from spawning (FOBs will work that way instead since they are meant to be a more permanent spawn point).

    Both of these new systems will be placeholders until we build in more advanced systems, such as proper FOBs and more advanced medical systems (like bleeding).

    Warfare 1944

    Not much to report on the Warfare 1944 front this time around, we just have some new textures and models for barbed wire barricades and sandbag walls to coincide with our ongoing facelifting to Warfare’s art style:

    c319f025a4c890193d8775321ee9c1a7fa9e29b0.png
    f54f25523f812986c1f772dea220743ff520507a.png8e3a4224ae25e7debfd6dc62d936bfed45f716ce.png234cffb82021234a53eb9517d35f7408df0dfea3.png



    Thanks to everyone that took the time to read the devblog! On the next devblog we will have a lot more content to drop, including a more thorough showcasing of the Khafji map after the team has had a chance to start really fleshing the map out with more detail.

    Make sure to join the DRK Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time, and we hope everyone has a happy New Years!

    -Goomes, Lead Community Manager




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  9. rssImage-13dcc66cb50678e6a9dd4e04b71006cf.png

    Hello Drakelings!

    Welcome to the third devblog for Operation: Harsh Doorstop. For this update, we will be covering the work that the team did in the month of October. Once again, there is not a ton of new content to show like there has been in previous devblogs, however, we do have some exciting updates in regards to bots/AI that we know a lot of people are anticipating. On the next devblog, we hope to have an updated roadmap outlining our current and upcoming steps/phases to get to our next playtest sessions, so keep an eye out for that.

    Let’s get into it:

    Maps

    Khafji
    A lot of critical work continues on the creation of the map Khafji. This is one of the more significant time consuming maps that the team will be working on, as many of the modular and expansive tools that they are using in order to build up and detail the map are still being created from scratch. That said, once these tools are completed, it should make the process in which we make maps much more efficient and quicker.

    Some more WIP photos of general level design:

    e620dbc4131ea62dcb1b105fc100130306844cb0.png
    97f6b8ce5199a886f82e25c8a5d4ff14bac1d57e.png84c4ff778312ff4a347568347788ba17e0b3457e.pngd970305a76bbe53bde9e9cfdbae566e6e292c612.png98989687e3cb30ca93348238968ac5d4c2151e10.pngdfcb7bceef665e00f5665ba9e6e3068a0fe9d40b.png

    A demonstration of some of the modular building pieces that the team are creating from scratch in order to more quickly build out new and diverse buildings:

    3ce8b0ec0ae5d583dc90f87bf84633123f02bc66.gif
    f55e8c09046497b1a2ce4b63ce72a40bd5b8f88b.png7a70d97ffe5541b1e85b407cf6b56736176021a4.jpg5bb00119eebcda75648c770e50797122fdcac52d.jpg64afee2682a438045451e828841c0ae2629ed12f.jpg

    Vertex painting materials that will be used to add variation to assets:

    23841bda1dd517da397cc16c68e54ac58ebe695b.png
    e7a43304927b65a53a4e9155e46f018389634a95.pngd8e27dfe068e62771808a8b368094c309b022f1b.png7c79b6cc7bbc8039221ae2c0aee83de000cafee6.png0f9830c789bdd00992ddf2eedb8b6c2aaf066911.png9c2ecc36ccf47e33e6abdbf3aa1a3478fc7a2ad0.png6bd1211706a7342bca62a86d3add3e928f28c0a5.pngd0b4b8dbf5b444491870ea2d858c08223bf4992d.pngc7bbb1d8923fa1890ac699ba16aed31af05b882f.png

    Objects, Models, and Textures

    FOB Buildables
    The 3D modeling team has been cranking out a ton of new assets that will be used in the FOB building features that are being prepared, mostly pertaining to ammo and supply crates, and foxhole models:

    1c7e0bdffbd33bf503b61fcfcd05fbe9268740d5.png
    0ed7aa078f9e5523bb94152aede9f5bd239fcbed.png

    Foxholes will be deployed similarly to how hesco firing positions, and other prebuilt FOB buildables will be created by players. Ammo and supply crates will be used in order to restock/resupply your team:

    87efe3976ada4380b14ea0afc13a9cb64392586d.png
    7a016f5f4639d91b8ab2c30c05a4d89b463040ce.png0730078712c66a9382700ddbb4bac35f6c085a21.pnge92026611794a2d49d0235c85e6b81d2dabda666.png22e16f8c17d7027ab0d8c888eb88f64d6d71d3dd.pngc0cda7ab54616b76981a483871855086e85ce5c2.png22ecc94c801d71e0927c2226121658e7be03b799.pnga0bc16a0d6004ef234596fdb2b2478974998e6e8.pngf8a23d8016d737f7b90cc22f36bcfe7c3155b75d.pngfc02fe0a5ff52a5bcfe6b7b17b930285b839882f.png68dbe1dcc378be22cee820db76fe375dcb684068.png9cff36fb221b842aaa679fddc6c4603673622470.pngb24f4d1a812c460c2107ff63f3daa62e747da38a.png312a7d2637fb5ace40bebaa77f7731bb3d35372b.pngf5e74a9d3e2bf83d8e68f36d97bf544828cb38db.png

    Grenades and Bandages
    And finally some new grenade and bandage models:

    f26c2cb786002f6fed0230033f51a50b68e66f8e.png
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    Upcoming and WIP Features

    Bots/AI
    We are very excited to share a first preview of the bots/AI that are being worked on for OHDCore, and that will be available for use in both Operation: Harsh Doorstop and Warfare 1944 (and any other future titles or mods built using OHDCore). Please keep in mind that the following preview video was set up on a test map that is in-engine (not in game yet), and utilizes character model assets from Warfare 1944:

    https://youtu.be/ttue3Zw0ujA
    A brief description from the programming team of how the AI system will work:

    "This is the first version of our AI. It is based on the 'GOAP' architecture that was popularly used in F.E.A.R. series. NPCs currently have only three actions at their disposal: Go-to, Attack, and Capture-the-flag. They have basic aiming implemented, as you can see in some of the first-person footage, but it is not yet animated. This is why their shooting looks a bit off sometimes. At the end of the video you will see our nav-mesh setup."

    The team is still working on merging these new systems into OHDCore’s framework, so once that is in we will be a lot closer to having this available during our playtest sessions. We look forward to sharing more with you all as these systems become more advanced.

    Leaning and Proning
    Unfortunately, we have no footage for you on this just yet, as there is still some preliminary programming and animation work being done to hook these systems into OHDCore’s framework before we have anything worthwhile to share with you, but right now this is a top priority for the team to get in. We will hopefully have a video or GIF images included in next month’s devblog to show how these systems will work, and how they will look/feel.

    Warfare 1944

    There are no major updates this month for Warfare 1944 other than the fact that the Japanese faction is now in the beta branch. Once bots/AI and leaning/proning are ready to be tested, we will likely be testing these systems through Warfare to refine them for our upcoming O:HD playtests. Keep an eye on the DRK Discord to see when we will be testing this out.



    Thank you to everyone who took the time to check out the devblog! That’s all we have for you this month. We are hoping to have a revised roadmap for you all on the next devblog as well, which will outline our path to starting back up our playtesting sessions for O:HD—it has taken a bit longer than we had initially anticipated, but we have some good things going on in the studio which is allowing us to develop and create a lot of the desired systems that we thought would take us longer to actually get into the OHDCore framework, O:HD, and Warfare 1944. Thank you to everybody who has been patient with us and continued to support us in our endeavors, we could not do it without the support of the community!

    Make sure to join the DRK Discord, and/or follow our Steam announcements to track updates, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

    -Goomes, Lead Community Manager



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  10. rssImage-b9fb736ae9983912e0ebe105e1f69d31.png

    Hello Drakelings!

    Welcome back to the second devblog for Operation: Harsh Doorstop. There is not as much to show off this month as other months, as most of the work in September related to getting the Khafji map ready for our upcoming playtests, however, there was some important progress that went into Warfare 1944 that we will be sharing here since it is directly related to O:HD’s development.

    If you aren’t sure how Warfare 1944 relates to O:HD, we highly recommend checking out the last devblog in the series for more on how they work together, and what OHDCore is (the underlying framework for both games).

    Let’s get into it:

    Maps

    Khafji
    In the month of September, a lot of work has gone into further building out Khafji, swapping blockout buildings with more detailed buildings, and further development of our internal tool sets that will allow for faster and more high quality level creation (such as modular building sets).

    8c61d5dde85ee71c78fc38ff1d04ec50c2ed839c.jpg
    1498ea05ad878faac55a1f3cb89d1926e91b3187.jpg53d7b299e827cbac185842d57639622e30ea7b3a.jpgd65c39430cd07ced712850274c4528e4298b36fc.jpg47f30e155d51414e7bcc90c734d29d6b0d8ed653.jpg57441d1f3245ebfe3b8c1c1ef8926c106ec6d896.jpg93690073f58b80ddc9a14381ab52add6c5908c35.jpg14b6e2cd049c3175f6ff54005cccd45c0a847bf6.jpg

    Some before and after shots:

    ec7a0af58a3dfc12e70b60582846c26eb264e301.jpg34ad581b3807062198e57d68a54a56bef8d3a45a.jpg8fed78def4f98a5aa56a4e678ec8a1a5460db10b.jpgff67ab2554beeec0d8957b47cf7052c2d3c70548.jpgbe3022e7f45a6efce0a643e335e8f085ca8b646e.jpg64fee5e7ffd0afb97aa63ef928f2865b34753541.jpg

    A showcase of some of the “final” buildings (i.e. these are for what is called “look dev”, and are meant for conceptual development of the look and feel of the overall level—eventually they will be improved even further):

    5a09d3948f8983475b7e3221a80d2367ce52034d.png
    b94e7aa8103388b3be63d122bd0f362309875136.png4c794d1ae00f1c10c48f337781cdbf9dda91a36e.png78280ed52fc0d1cdb950468bfe8637194e1196d8.png301e8d912dfb0249ddd7126137a4a3fe3b48efe3.png7738afcad6c26f33138c79b4d99ba60676423eb4.png1bdbb5dd5e043fceaefcb7712872a274b97ff765.png
    d65011be46c2bbb249284e9837442d0cfa86e283.png
    57ad05f96bb9b8657e9ece2c512df210950b44e7.png480819d9731da206575cc30f9ee5d862672b7781.png3afeb4ff18eda265830c5376d56a721713e5c0a4.png1392c8366e5952e9c5db8a8eddc861b1d473185c.png12fe1db711f47021d4bd11798fe9e4bf79e14618.png

    A display of some of our modular building sets:

    ede22f8079c003ec4e671c2d8d121bae5e1e2cff.jpg
    bc68dd76ce41961cb5217f7751cb53e0fed45eed.jpg4449d9e0b1ab80e3503e7c15ad908de2ccc5f73a.jpg22102d4399fdc165899c64f5439be2870cf79d92.jpg

    And last but not least, some more foliage being worked on for this level:

    e2dc3521f8e92c70f53eeeacbb1e1f13aeb45af7.jpg
    9058c076ac672f1db3e73ed65bf9c874cc633aba.jpg

    Objects, Models, and Textures

    FOB Buildables
    Our 3D modeling team has continued work on creating objects and models that will be used in the FOB buildables feature once that is implemented, including hesco barriers set up in walls and other various arrangements, as well as sandbags:

    86d34583cd61549b691074a814718a2e17c1f441.png
    e275a16f8f9d72c2deca2b80f3aade740038642d.png0e9f636cde02e9dbd2fc21a61d8375c129ac3dea.png620db8e02220aef1affdf070818921ee9569ddaa.png6b68d01895674f86c8625c4b856b64da4ef0643d.png6e6bdc1f3edb72c09d77341847dd21bc6c204914.pngb8f1f552b1cdd88ffbc57b6f8ea4166fa98308ad.pngb7b570906285ac013b56bb8f1c7e063923eee66b.png36e138f64fd7073677c2a1c995610846a4e4ea8f.pngb5f6365a6479ed56973959c717d6caf1899e7bc0.pngace5916d38f20057e2d786b78d75ce5f0b443efa.png77ca1e94da9cee97a03ab439c2aa496f15510f27.png901ef1ca6e199f81ada6995b060d8498a7d10871.png7b11986e94e0d8b5174074bc9af112b6df182360.png

    Deployables Systems

    DISCLAIMER: The images that will be used in this section come from our other game Warfare 1944—as stated at the beginning of the devblog, if you do not understand how Warfare relates to O:HD, we highly recommend checking out the last devblog in the series for more on how they work together, and what OHDCore is (the underlying framework for both games).

    Rally Points, Ammo Bags, and Med Bags
    We have now incorporated a first pass/iteration of rally points, ammo bags, and med bags. These same systems will soon be integrated into O:HD, however, at the time of this devblog we only have them ready to go in Warfare 1944. That said, because the underlying systems have now been programmed, it will not take long to put them into O:HD—they will be in by the time we pick up our playtesting sessions again. They still need work to add more depth, but the basic functionality is there.

    1b37839930bcd0fddbbb47716a1ec67df04cb410.png
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    575b8bc04e0026889b351259daff3c7a8a6af94c.png
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    Textures on the ammo and med bags are not final.

    Rally points are placeable by Squad Leaders, and will enable the entire team to spawn on them for the life/duration of the RP (for now—once we have a proper squad system in place, only your fellow squad members will be able to spawn on them). If an enemy gets within a certain radius (25 meters), the spawn point will turn red and nobody will be able to spawn on it while any enemies are nearby.

    Ammo bags are placeable by the Rifleman class in order to resupply your team. To start, because they do not differentiate between ammo and grenades (yet), the ammo bags will replenish 5 mags/clips every 30 seconds in order to counteract the ability for people to spam grenades. Once ammo and grenades are separated, this will change.

    Med bags are placeable by the Medic class in order to heal your team. Now that these are in, we have removed health regeneration, so if you want to heal back up you will need a medic. We are also currently discussing how to handle revives and buddy medical systems internally, so once we have a more concrete idea of how we want to create these systems we will be sure to do so in future devblogs.

    All values for the deployables will continue to be balanced and adjusted over time as these systems become more advanced.

    Upcoming and WIP Features

    Swimming
    We now have basic swimming in Warfare 1944, which means this system is not far out from being implemented into O:HD as well. Once again, at the time of this devblog we simply do not have this system integrated into O:HD yet, so I am using an image from Warfare to demonstrate this:

    c0cb5b4e84871b157ead083fe1037ce9f8f89a02.png

    Bots/AI
    Work continues on bots/AI. Right now, the programming team is working on merging this system into OHDCore so they can see a first implementation into the game (even if they are not very good/smart). I hope to have a preview of this for you all by next devblog!

    Warfare 1944

    Other than the work that was shared above (which I have separated from this section since those are systems that are also directly relevant to O:HD) the Japanese faction is now right around the corner! The animation team has finished creating the remaining third person animations that were needed in order to add them in, which means the multi-faction system (which will also be used for things like the Russian faction in the future) can now be implemented. Soon we will finally have the proper factions on our Pacific Theater maps. Keep an eye out for future Warfare 1944 playtests to see when we will be testing them out!



    That’s it for this month, thank you to everyone who took the time to check out our updates! We will keep you all posted on when the next Operation: Harsh Doorstop playtests begin—the team is working extremely hard trying to get the game to a state where we feel it will be ready to start playing with everyone again, and we can’t wait to show you all of our progress in a real, tangible gameplay environment.

    Make sure to join the DRK Discord, and/or follow our Steam announcements to know when this will be, and if you would like to support us early on in development don’t forget you can always pick up a key for O:HD on our Patreon! See you all next time!

    -Goomes, Lead Community Manager



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