Saturday, October 17, 2020

Fadeout in October 2020!~

Fadeout Q4 2020 Status Update

Hey all! I haven't updated this blog in months, as most of my activity is in Discord & on Twitter now days. I Figured I should make some formal post here.

What happened since last time?

A lot changed! The game is a lot more polished now, but is still super rough around the edges in modern game standards. I've been very busy adding the last 3 characters to the game:

  • Bingo, the Stealth
  • Charlie, the Brawler
  • Hemlock, the Hunter

As of writing, all 3 are in-game. But Hemlock lacks his final model. (Pictured above as the blocky wolf lad)

 Besides those 3, I've been trying to improve player experience like adding in-game currency to earn in order to unlock cosmetics. Also trying to make the maps look nicer, currently putting all of my map time into Mechanyon. (Also pictured)


Release date? Exiting early access?

The original plan was to exit early access in December 2020. But, that plan was made when I was freelance and had a lot of time to dedicate to the project. Since February 2020, I've been hired as a full-time artist at a studio. Because of this, I only dedicate a couple hours a week to the game.

That said, I've still made insane progress given the time put into it. And I will only be delaying the early access exit-date by a couple months into 2021. I'm thinking late January or mid February.

By then, all the characters will have all their launch skins, and final models.
And all of the game modes will at least be fully-functional.

If you want to chat about the game, I'm always available in discord! Link is below;

Thanks for reading, and I'm excited for what's to come!

Weston Mitchell
Project Lead & 3D Artist

Wednesday, April 1, 2020

Multiplayer polish

New Character & Map!

Lots of new features but I spent an equal amount of time polishing the game.
Pre-alpha 16.F is now released, and it features a lot of changes;

  • Bullet spread added to the Machine gun & Pistol
  • Kill-streaks now have a 15 second window
  • Chat window bugs fixed
  • Bullet Hit sounds now play properly on all clients
  • Latency issues improved
  • Fire rate on all weapons adjusted
  • New Cross-hair 'reload time' animation
  • New Character, Friday the bunny.
  • New weapon 'Bolas' Toxic & Healing (Exclusive to Friday)
  • Player names now properly disappear on opposite teams, but remain visible if you are on the same team. (FFA Names still disappear as intended)
  • New floating damage numbers added
  • And a boat load of adjustments I cant list here!

    Go give it a download! Play with some friends :)

Sunday, January 26, 2020

Online Multiplayer

Team Deathmatch

In this update I was able to smooth out a lot of the networking for the game. Player movement feels good for clients, and it's a lot more game-like now.

change log:
  • Team Deathmatch Mode
    • Team select UI
    • No Friendly Fire
  • Damage adjustments
  • Character Select Screen
  • Killing spree messages
  • New Test map 
  • Graphics options
    • Texture, Shadow, Anti-Aliasing, & Effect quality settings
    • Resolution scaling

Tuesday, January 14, 2020

New enemy model!

Snek update

In this update i'm working on integrating the new enemy model, code named "Snek"

Being able to reuse animations saves budget, utilizing Unreal4's animation re-targeting system has been a blessing & a curse. :P

The "snek" is a bigger character, so I tried to keep as many of the animations as faithful as possible while keeping his general silhouette close to his body. A lot of these characters have to share devices & doors that otherwise wouldn't make sense.

You can see the size difference isn't huge, but the "snek" is a lot longer and less vertical than Camille.

As I get closer to having him completed, i'll include some nice renders & animations! I'm hoping to have him incorporated into the next Multiplayer test so we can have some fun with his tail physics.

EDIT: Wanted to add some beauty shots :)

Wednesday, January 8, 2020

Networking! Online Multiplayer!

Networking! Online Multiplayer!

I shifted focus to getting Online multiplayer to work inside Fadeout. Using Unreal Engine 4 it wasn't too difficult, but going from essentially 0 knowledge on how networking in games works to what i have now was not easy.

It took me the last 8 days, about 10 hours a day to really hammer it in. And I'm happy with the results. I have all movement, inventory systems, and weapons synced properly over the net. Trimming some fat by playing effects client side, and only syncing projectiles & damage makes it somewhat light-weight.

I tested it with 4 people online, and 2 people locally. We had a blast shooting & exploding each other.
My next blog post will include some video of that, but I need to iron out some of the bugs first :)

I also added the ability to name yourself, and choose a color for your helmet. Which is sent to the server when you connect.