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Operation: Harsh Doorstop

Development Blog #3 [October 2020]

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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:


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:


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:


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


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:


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:


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


Upcoming and WIP Features

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:

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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