Long time no see, huh?
Don't worry, we've been very busy. After missing out on the first investment, we decided to evaluate our setup and work out a way to get things rolling on our own. And I'm pleased to say that we've made a lot of changes to ensure that we can finish Frontier.
The animations were causing a lot of trouble, and we ended up in a dead end with the system we had planned. This has been rethought to make it easier to build, and while we still have to do this, we won't be running into the same issues.
From reading through the forums, it was clear that multiplayer is high on the list of what you guys want to see. Bearing this in mind, we pulled all of the art assets we wanted to keep, and scrapped every last line of code from the original project. Why? Rather than wasting time converting old systems to multiplayer early next year, and having to work out the bugs as we go, we decided to put down the project so far as one big test. We've learned a lot and won't be making the same mistakes twice.
This is what we've achieved since scrapping everything about 2 weeks ago:
- Can host a server on your own PC
- Can join a friend's server by IP address
- New custom save system (no more XML for save files); .sav files for players, .svr files for servers
- Total graphical overhaul; PBR for everything
- Chat system on servers
- All-new character creation system with dozens of extra options
- Inventory system working over network; rebuilt to use lists instead of a grid, with a carry weight feature based on your stamina
- New XP/stats system with classes in addition to the old ranks
- Character data syncs over network
Things are moving along nicely and while we still have a lot to do, the boring parts are out of the way and we have a good base ready to build on. There are a handful of things left to sort out with the framework but that will take a couple more days at most, after which we will begin on the new animation system and start to build the systems from there (mining, hunting, etc.). The animations are by far the most time-consuming area; coding the systems will take no time at all.
But for now, let's take a closer look at what's going on.
Multiplayer
Our plans for multiplayer are to eventually allow you to rent a dedicated server which is online 24/7, but for now we are limiting the system to self-hosted games. This means that you need to be playing for your friends to join your server, but it's free. We hope that this is a relatively short-term setup, for now though it's simply not viable for us to do this with dedicated servers. Our goal is to use the Amazon EC2 cloud to host servers, eventually.
As of now, I think our system is pretty neat. When someone joins your server, their PC talks with yours to find out info about the game. They first ask if they have a save file (when somebody saves their game the file is sent to the host and stored on their PC), and if they do then all their data is sent over and they can play. If not, they are sent to character creation. This prevents cheating by players, but the host is free to change save data, which is something we did on purpose. Save files are managed by your SteamID, which is unique, so there can be players with the same display names without any save conflicts.
Our code has been planned to keep bandwidth as low as possible so you don't need a great connection to play without any lag. The data which has to be synced will increase when we add in new systems, but we're confident that multiplayer performance will always be good, even on self-hosted servers.

The chat system is finished and lets players talk with each other at any time. It can easily be hidden or brought back up with keyboard shortcuts so it doesn't get in the way.

Other players can easily be identified by their "marker", which appears above nearby players. This shows their name, class, and rank. We haven't fully built the player class system but the idea is that players can unlock new class types as they progress. Each class has 3 levels (subject to change) which you can use to show off your achievements. For example, as you rack up hunting kills you will progress in the hunter branch and earn new designations. And if you have huge trading profits, you can unlock new trader classes to show on your marker. There is already a large variety of classes written into the system, but they won't be functional until we've built all the supporting systems so you can actually unlock them.
Graphical Update
We've mentioned PBR a few times in the past, but for those of you who don't know what it's all about, here's a brief summary. In short, PBR (physically based rendering) uses a combination of textures to push graphics to the most realistic limits. We use real-world material data to make objects shine (literally, sometimes); it's all about lighting. Wood reflects light differently to leather, and this is all taken into account to create the most realistic effects possible. The colour and intensity of light sources affect surfaces, as shown below.

Shown above is the character creation scene at 4 different times of the day. As you can see, every object changes based on the lighting, just as they do in the real world. This even applies to the plants scattered across Frontier's landscape. Speaking of which, I worked on some new techniques to create hand-drawn plants for the game, which are very performance-friendly but look complex. We'll be building a library of trees, grasses, flowers and bushes to populate the new map with.
Character Creation
Character creation has undergone a major overhaul, with tons of new options added. This is all done with PBR, too. We've also brought in stubble for the face and head as new hair options, which weren't in the first system. Eye colour can now be changed along with skin colour, which were bugged previously.

I came up with some scary-looking abominations while testing:

Hair has been thought out in a new way to let it work properly with hats. Each type of hair now has two versions; full, and clipped, which is where the top half is sliced away so it all fits under your hat. The game works out if a player is wearing a hat and then displays the correct type of hair.
Terrain
We can't show anything just yet but Karsten is hard at work on the new terrain. This will replace the map everyone is used to seeing so far. This is the first sketch of the design, which is mostly accurate though the coastline has been changed slightly.

There will be distant mountains visible in the background and certain exists which are blocked by rocks and other obstacles. When we add new map zones in the future, they will be connected to these exists and the obstacles removed, so you can walk from one zone to the other without us having to build everything in one go. We'll post more updates on the map with early screenshots as Karsten progresses over the coming weeks.
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We hate to keep everyone waiting, and we know that there's certainly been a lot of it, but we all agree that this is in everybody's best interests. Our reasoning is that through multiplayer there will be a whole new angle to the game, and player interaction will make the entire experience much more enjoyable. With multiplayer, we should be able to make enough sales to expand the team without the need for outside investment, and we can progress from there.
So, when is this all coming?
Soon™
It all depends on the animation more than anything, and if it goes especially smoothly we can maybe think about a release around Christmas time. This is not guaranteed in any way, and it will probably take us longer, but development has been stepped up significantly. Frontier is my full-time job, and Karsten and Dazalius are spending every possible minute to ensure that we can complete our plans.
We all want to say one more enormous thank you to those of you who have stuck around through the uncertainty over the past couple of months. We've heard some concerns, and rightly so, about the devs being quiet on the forums, and as a result I will resolve to check the forums daily to keep on top of your posts. Feel free to drop a comment below with your thoughts on the new plans, or leave a message over on the forums!
[ 2016-10-14 21:54:26 CET ] [ Original post ]