Information
4 years ago
http://panthereye.pagekite.me/ was down for the last month or two, but it's back up now, and will stay that way for the next 6 months before I have to pay again. I had some stuff I needed to buy before paying for it, hence the delay. I am sorry about that.
Development on Pelted Warfare has been going well. I've been doing some reworks lately, mainly in the medical/damage system and vehicles, before moving on from them. Likewise, I've been doing a lot of vehicle related things, which have all taken longer than expected due to certain things in Unity behaving in ways I didn't expect (e.g. RaycastHit.transform points to the collider that was hit's transform only if there isn't a rigidbody attached to one of its parents, in which case it points to that rigidbody's transform).
I've also been doing a lot of things related to how the bullet projectiles work. Mainly, things to make it behave more.. realistically. Prior to last week, armour simply decreased damage taken by a flat rate. Now, however, armour's effectiveness not only depends on how intact it is, but also depends on the calibre of projectile that hit it, and its armour rating. Meaning you can have armour that's impervious to a smaller calibre, like 9mm, but if shot enough and damaged enough, will let any and all damage through. I've also added the ability for projectiles to ricochet, though that's still very work-in-progress.
Medical-wise, I recently added adrenaline as a feature after having a rather thorough conversation on an Arma 3 server about how stupid it is to get shot once in the arm in Arma with the ACE3 mod and fall unconscious despite having gotten shot several times in the head and chest in the past few minutes. So now, in PW, how much damage a character takes is based on how much adrenaline is pumping through his system, and yes, you can take drugs to increase that. Meaning a character that's relaxed will likely go completely limp after being shot once by a 7.62 round, while one that's been in combat for a few minutes now and has gotten shot already will take at least 3 or 4 before actually going down. It's a small thing, but it's the small things that make the biggest differences.
And as for the vehicles, I've been doing work on cookoff, handling, character physics while sitting in them (or lack thereof now, since it wasn't working well enough before), their health, their interaction with water, and lots of other stuff, as well as some bugsquashing (uwu) and much needed optimization (-w-). If you look at the Trello ( https://trello.com/b/qfB6EIXt/alpha.....pelted-warfare ), you'll see that the next few foundational elements to be developed are pretty much all vehicle related. So it's safe to say that by the time I get to AI, the vehicles should be 100% complete, or at least as close to it as they can be without also implementing stuff like fuel stations and whatnot - which will come later down the line.
I also got an acoustic guitar that I've been trying to learn how to play. Failing horribly, but trying. I tried doing some ambient music for the second campaign, but I wasn't digging the style. Definitely gonna vary up the instrumentation in order to make it feel distinct from the first campaign's 10 ambient songs, just not sure what melodies or percussion to go with. Eh, I'll figure it out eventually, I'm sure! I also contacted an Arma playing furry acquaintance to see if he could make a legally distinct remix of the Arma 1 South Island music (and you all know how much I love that song) for PW. Where would it play? Who knows! Maybe credits, maybe the intro movie that the game will definitely have, maybe on an in-game radio! Now, the problem with that is, I offered to pay, but he declined it repeatedly. Which means I can't bug him about it >((( I hate when people insist on not taking my small amount of money and instead doing stuff for free but with no deadline!
Now, I'm always posting about progress updates like this in my Discord server, though not as concise and compressed. Come and hang out! We're a small and diverse community, but we care about one another even when we don't always see eye to eye. Here's a permanent invite link: https://discord.gg/phfazXV - and if that one doesn't work, try the one linked in the website!
As for myself, I've been trying to see if I can get a job in order to afford more stuff like the vehicle wheel asset or the new mice, both of which have been absolute game changers for the project. Nothing's come out of it yet, but hey, maybe it will soon. Been playing Arma 3 again which has given me good insight on things to improve in PW if I truly want to make it stand out from the competition, and I've also met some cool new folks who've been keeping me saner than usual.
Oh, yeah, and I guess I did have a seizure two weeks ago and was hospitalized for almost a whole week. Forgot to mention that. I'm okay now though, so don't worry about it. *gulps down half a bottle of wine* I just need to drink a little less alcohol! Heheheh...
All in all? I think things are going pretty okay. And no, I'm not gonna drop the "journals must end with -ion at the end" shtick. It's my thing now okay shush.
Development on Pelted Warfare has been going well. I've been doing some reworks lately, mainly in the medical/damage system and vehicles, before moving on from them. Likewise, I've been doing a lot of vehicle related things, which have all taken longer than expected due to certain things in Unity behaving in ways I didn't expect (e.g. RaycastHit.transform points to the collider that was hit's transform only if there isn't a rigidbody attached to one of its parents, in which case it points to that rigidbody's transform).
I've also been doing a lot of things related to how the bullet projectiles work. Mainly, things to make it behave more.. realistically. Prior to last week, armour simply decreased damage taken by a flat rate. Now, however, armour's effectiveness not only depends on how intact it is, but also depends on the calibre of projectile that hit it, and its armour rating. Meaning you can have armour that's impervious to a smaller calibre, like 9mm, but if shot enough and damaged enough, will let any and all damage through. I've also added the ability for projectiles to ricochet, though that's still very work-in-progress.
Medical-wise, I recently added adrenaline as a feature after having a rather thorough conversation on an Arma 3 server about how stupid it is to get shot once in the arm in Arma with the ACE3 mod and fall unconscious despite having gotten shot several times in the head and chest in the past few minutes. So now, in PW, how much damage a character takes is based on how much adrenaline is pumping through his system, and yes, you can take drugs to increase that. Meaning a character that's relaxed will likely go completely limp after being shot once by a 7.62 round, while one that's been in combat for a few minutes now and has gotten shot already will take at least 3 or 4 before actually going down. It's a small thing, but it's the small things that make the biggest differences.
And as for the vehicles, I've been doing work on cookoff, handling, character physics while sitting in them (or lack thereof now, since it wasn't working well enough before), their health, their interaction with water, and lots of other stuff, as well as some bugsquashing (uwu) and much needed optimization (-w-). If you look at the Trello ( https://trello.com/b/qfB6EIXt/alpha.....pelted-warfare ), you'll see that the next few foundational elements to be developed are pretty much all vehicle related. So it's safe to say that by the time I get to AI, the vehicles should be 100% complete, or at least as close to it as they can be without also implementing stuff like fuel stations and whatnot - which will come later down the line.
I also got an acoustic guitar that I've been trying to learn how to play. Failing horribly, but trying. I tried doing some ambient music for the second campaign, but I wasn't digging the style. Definitely gonna vary up the instrumentation in order to make it feel distinct from the first campaign's 10 ambient songs, just not sure what melodies or percussion to go with. Eh, I'll figure it out eventually, I'm sure! I also contacted an Arma playing furry acquaintance to see if he could make a legally distinct remix of the Arma 1 South Island music (and you all know how much I love that song) for PW. Where would it play? Who knows! Maybe credits, maybe the intro movie that the game will definitely have, maybe on an in-game radio! Now, the problem with that is, I offered to pay, but he declined it repeatedly. Which means I can't bug him about it >((( I hate when people insist on not taking my small amount of money and instead doing stuff for free but with no deadline!
Now, I'm always posting about progress updates like this in my Discord server, though not as concise and compressed. Come and hang out! We're a small and diverse community, but we care about one another even when we don't always see eye to eye. Here's a permanent invite link: https://discord.gg/phfazXV - and if that one doesn't work, try the one linked in the website!
As for myself, I've been trying to see if I can get a job in order to afford more stuff like the vehicle wheel asset or the new mice, both of which have been absolute game changers for the project. Nothing's come out of it yet, but hey, maybe it will soon. Been playing Arma 3 again which has given me good insight on things to improve in PW if I truly want to make it stand out from the competition, and I've also met some cool new folks who've been keeping me saner than usual.
Oh, yeah, and I guess I did have a seizure two weeks ago and was hospitalized for almost a whole week. Forgot to mention that. I'm okay now though, so don't worry about it. *gulps down half a bottle of wine* I just need to drink a little less alcohol! Heheheh...
All in all? I think things are going pretty okay. And no, I'm not gonna drop the "journals must end with -ion at the end" shtick. It's my thing now okay shush.