Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
- Messages
- 20,726
Feels like the head should change too, although I guess this allows people to live out their big head, little body dreams.
May Progress Report
Knights,
We’re waving goodbye to May and welcoming June and so it is time for another monthly progress report. We’ve been in a ton of areas, including improvements in animation integration, level building and automation tooling to help our team develop content for the game faster.
May Progress
During May we made substantial progress testing our over-map story and dialog system which is used to inject story events and mission chatter directly into the game map. This required some new loading and asset management code, to ensure that both characters on the map and characters off the map (like your team’s Face and Contacts) were still able to appear correctly.
Another feature that saw significant improvement during May is the snap to cover movement mechanic. While Cyber Knights: Flashpoint is tileless, we’ve found in testing that a snap-to-cover mechanic is a necessary one to ensure player’s expectations are met in regards to taking cover and controlling sight lines. When combined with raycast based line of sight detection and feedback about targets, snap-to-cover gives us a best of both worlds hybrid with the benefits of tiles where players would use them, and with the freedom of tileless where players would want it.
Our animation team is completing an overhaul of the weapon’s targeting suite during May to allow characters to raise or lower their weapons up to 45 degrees when selecting high or low targets. Using reference frames and additive animation techniques, the engine can dynamically slide across the scale between straight out aiming to high or low or anywhere in between.
As our first set of playable levels comes together, we’re working hard to make sure they’re as beautiful as they are playable. We’ve just completed our first four ambient-only lighting setups which will act as the baseline lighting for different levels and thematic feelings established. Unity provides a rich set of tools for both lighting and color grading and we’re experimenting with different tools to apply LUT and color correction in both cut-scenes and gameplay.
Sea green, Day Blue, Dark Night and Radioactive Haze
May also included some heavy lifting on our shader implementation which is a critical pre-alpha task. Finalized physically based rendering (PBR) shaders that are both performant and beautiful and still support our feature requirements are necessary for all the Cyber Knights: Flashpoint platforms to live together. We’re experimenting with replacing our custom, hand-built shaders with more flexible ones created in Amplify Shader Editor which might give us more flexibility as we approach the wide variety of platforms and hardware in our target set.
Amplify Shader Editor
Our team has grown substantially for Cyber Knights: Flashpoint, but the core machinery of the studio is still the two of us, Andrew and Cory. We don’t really plan to change that for Cyber Knights: Flashpoint, and so we continue to put a major focus on automation wherever possible. In May, one area that got some serious attention was the Level Builder’s light probe placement and alignment system. The levels and environments you’ve previously seen us demonstrate and show off to Executive Producers and Twitch streams have all used manually placed probes, which we’ve found takes a lot of time to create and maintain. Recognizing that we will need MANY levels for Cyber Knights: Flashpoint to live up to our ambition, we’ve created a new light probe automation layer that will save many hours and deliver a level of fidelity in probe placement that would be challenging to achieve consistently by hand.
Each dot in the screenshot is a light probe -- I think we want to automate this one :D
If you aren’t watching Twitch but are still looking to keep a finger close to the pulse, join us on our official Discord server or follow @CyberKnightsRPG on Twitter.
Executive Producers #6
In early May, we met for the 6th Executive Producer summit to take a behind-the-scenes look at Cyber Knight’s level builder and our process for building levels which we’ve honed throughout our entire gamedev career, as far back as Cyber Knights classic, Heroes of Steel and Templar Battleforce.
We’ve included a 5 minute excerpt from this Executive Producers session which ran over an hour in length. In the clip, we discuss how the heist “Missions” are assembled from smaller content chunks called “Levels” and the wide variety of Level types we are designing and building out for the game. If you’re eager to learn more about how we’re building the game, this one's for you! Enjoy.
Reward and Stretch Goal Progress
As always, we include the infographic of our progress to ensure it is clear where all of our commitments on stretch goals and rewards stand. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year.
Also, we are hammering away still at delivering 3D faces. We have cleared a few technical hurdles related to beards specifically which had stopped delivery for a bit and so things are moving again. If you haven’t received your email yet, blame your beard? Lol, honestly -- we thank you for your patience. We’ve been putting extra effort into getting them perfect, so each one now takes about an hour of work to set up, record and deliver to the backer.
Thank you for your on-going support,
Andrew and Cory Trese
Summer Kickoff Update
Knights!
We’ve got your June progress update here, slipping into the last few hours of the month. It's too hot to type so much, so we’re going to keep this month's update on the shorter side and highlight some exciting things outside of our Kickstarter. Let’s start there --
News from our friends at Pathfinder
We wanted to take a minute to highlight another amazing RPG project on Kickstarter, Pathfinder: Wrath of the Righteous. The Owlcat Games team has been hard at work and we’re excited to share their announcement that the CRPG will be ported to consoles later this year.
And while we’ve been busy building cyberpunk 3D environments, they’ve been building immersive medieval fortresses. They’ve shared that journey in their 3rd Dev Diary in their latest update --
Save 50% on Steam Summer Sale
Steam always holds the biggest sale of the year right at the start of summer. If you haven’t picked up all of our other games yet, now might just the time to check them out as everything is 50% down. You’ll see the shades of the inspiration for Cyber Knights: Flashpoint written all over these games. Sail the stars and command your ship and crew from your bridge in Star Traders: Frontiers or lead an assault squad of mech pilots against xeno threats and more in Templar Battleforce.
Credit to Volodymyr Shtohun (Shotgun), one of our environmental artists, for creating this amazing exploding swap of street building props! Check out his ArtStation page for more. Footage is not in-engine.
June Progress
Another month game dev has hit milestones of progress across the board. The game’s content, systems and balance keep moving forward and feeling smoother by the day. Things are going well and we’re still set on our Q4 date to release the alpha to the Kickstarter crew.
For June’s progress update, we’re going to touch on 3 cool things specifically --
Automation is beautiful
We’ve completed the automation and build tooling required to build and package playable versions of the game with a single click. This type of robust tooling will make the alpha possible but is also an investment for years to come as we continually update and expand Cyber Knights: Flashpoint. Notably, this automation also includes the ability to cut specific versions of the games for different specialist partners like our SFX team.
Which is exciting news in and of itself! Our SFX team at Studio Viking have started wiring up the game’s sound and it is obvious from the start that we are going to have far and away the best SFX and fullest soundstage of any game we’ve ever produced.
7 material clusters, over 30 blendshapes, thousands of combinations
Also, while it feels amazingly late in the process, we’ve finally finalized the design for characters’ heads with every bell, whistle and texturing gizmo we could think of. Let’s say, we’re planning for the long term here! The diagram above shows how the head is split out into 7 texturing areas (not shown, Ears). This technical detail is going to afford us a lot of freedom in head styling -- everything from closed shaved haircuts to facial hair to facial cyberware and more. On top of that, every head comes with over 30 blendshapes which allow for different types of modification to the structure of the face -- everything from widening the chin to making the lips fuller or thinner -- to emotional cues such as cracking a smile, raising an eyebrow or looking sneakily to the left (it’s always the left).
Executive Producers #7
We held the seventh Executive Producers meeting at the end of the month and crammed in a full hour plus of level design, decoration and lighting. We’ve included an excerpt here near the end of the meeting as we layered in some more props to fill in the nanofacturing facility. We love giving these behind-the-curtains hours to the Executive Producers and we hope you enjoy this clip --
Reward and Stretch Goal Progress
We’ve included the progress bar infographic as usual. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year.
We are still delivering 3D faces, and have now delivered more than 50% of them. Beards slowed us down a lot! Thank you for your patience on these, they are coming.
Thank you for your on-going support,
Andrew and Cory Trese
Trese Brothers Games
July Progress Update
Knights!
We’re running a week late on our July update because our team has been in the middle of the cross-country moves we discussed earlier this year. Everyone is excited to get settled into the new digs and get back up to full speed. The game is looking better by the day, and soon we’ll have these time consuming but necessary hurdles cleared and we will be all hands on deck from here to the alpha in Q4 of this year.
It’s Cory’s moving day, the day the server came down!
July has been busy! Aside from the personal projects of big moves, we’ve made a ton of content across the game. There are so many “irons in the fire” it would be overkill to include them all here. Thankfully, we’re continuing to use and refine the process we’ve used to create 8 games before this, so we know these deep waters -- we’ve swum out more than a few times before.
In engine render, custom scene
Development is continuing at a good pace and we are still set for our Q4 date to release the alpha to the Kickstarter crew. For July’s progress update, we’re going to touch on 3 cool things specifically --
This month, Wounds suddenly grew fangs, claws and got nasty. You can take a Wound by suffering critical hits on the battlefield or getting Downed (reaching 0 HP). If you do drag your injured friend back to the safehouse instead of leaving them, a Wounded merc will need a variable amount of time in a medical clinic -- if the Wound can be healed at all. Those Wounds that can’t be healed have caused such irreparable trauma that only a full cybernetic replacement will suffice. In return, many types of cybernetics will prevent a Wound in the first place -- if a Faulty Heart is rolled on the Wound Tables and that part of you is already chrome, the Wound never takes.
We’ve wrapped up our pre-alpha UI kit that includes all the core interactive elements of the game. It isn’t the final visual style that will be in the game but it is clean and easy to use and is letting us build out the many complicated screens needed to make this game tick!
Another major improvement we’ve made in the last month is to dig back into the story metadata being authored throughout to ensure they help both new and veteran players alike. We’ve now added tagging that identifies dialog choices as positive/accept, negative/deny, delaying options and a neutral color for dialog options that aren’t concluding choices at all, just as conversational or flavor chatter. For new players, this will provide a needed level of clarity and for veteran replayers, this provides speed of play.
In addition, while we added a Skip Dialog option early, we’ve now wired up the metadata to offer a TL;DR button, which skips as much of the entire interaction as possible up to the first required choice.
Get your cyberpunk fix on our social accounts!
In addition to our @TreseBrothers twitter where we chat game dev and share highlights from all our games, you can get specific Cyber Knights updates and sneak peaks on its Facebook and twitter account.
Plug in to keep updated and get your regular cyberpunk fix. We’re sharing concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more. See you on the net, Knight!
Executive Producers #8
We’ve got the 8th Executive Producers meeting scheduled now on the books for mid August. From now until the alpha release, we are working to schedule monthly meetings with the Executive Producers. It’s a great team and we want to keep them close to the ongoing development to facilitate detailed feedback on our design decisions. We will include an excerpt of the meeting in the next Kickstarter update.
Reward and Stretch Goal Progress
With each update, we always include the progress bar infographic. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year.
Still blaming the beards!
We are still delivering 3D faces, and have now delivered more than 70% of them. Thank you for your patience on these, they are coming.
Thanks for your on-going support!
Andrew and Cory Trese
July Progress Update
On-going #gamedev, grinding our way to alpha!
We’re running a week late on our July update because our team has been in the middle of the cross-country moves we discussed earlier this year. Everyone is excited to get settled into the new digs and get back up to full speed. The game is looking better by the day, and soon we’ll have these time consuming but necessary hurdles cleared and we will be all hands on deck from here to the alpha in Q4 of this year.
It’s Cory’s moving day, the day the server came down!
July has been busy! Aside from the personal projects of big moves, we’ve made a ton of content across the game. There are so many “irons in the fire” it would be overkill to include them all here. Thankfully, we’re continuing to use and refine the process we’ve used to create 8 games before this, so we know these deep waters -- we’ve swum out more than a few times before.
In engine render, custom scene
Development is continuing at a good pace and we are still set for our Q4 date to release the alpha to the Kickstarter crew. For July’s progress update, we’re going to touch on 3 cool things specifically --
This month,
Wounds
suddenly grew fangs, claws and got nasty. You can take a Wound by suffering critical hits on the battlefield or getting Downed (reaching 0 HP). If you do drag your injured friend back to the safehouse instead of leaving them, a Wounded merc will need a variable amount of time in a medical clinic -- if the Wound can be healed at all. Those Wounds that can’t be healed have caused such irreparable trauma that only a full cybernetic replacement will suffice. In return, many types of cybernetics will prevent a Wound in the first place -- if a Faulty Heart is rolled on the Wound Tables and that part of you is already chrome, the Wound never takes.
We’ve wrapped up our
pre-alpha UI kit
that includes all the core interactive elements of the game. It isn’t the final visual style that will be in the game but it is clean and easy to use and is letting us build out the many complicated screens needed to make this game tick!
Another major improvement we’ve made in the last month is to dig back into the
story metadata
being authored throughout to ensure they help both new and veteran players alike. We’ve now added tagging that identifies dialog choices as positive/accept, negative/deny, delaying options and a neutral color for dialog options that aren’t concluding choices at all, just as conversational or flavor chatter. For new players, this will provide a needed level of clarity and for veteran replayers, this provides speed of play.
In addition, while we added a Skip Dialog option early, we’ve now wired up the metadata to offer a TL;DR button, which skips as much of the entire interaction as possible up to the first required choice.
Get your cyberpunk fix on our social accounts!
In addition to our @TreseBrothers twitter where we chat game dev and share highlights from all our games, you can get specific Cyber Knights updates and sneak peaks on its Facebook and twitter account.
Plug in to keep updated and get your regular cyberpunk fix. We’re sharing concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more. See you on the net, Knight!
Executive Producers #8
We’ve got the 8th Executive Producers meeting scheduled now on the books for mid August. From now until the alpha release, we are working to schedule monthly meetings with the Executive Producers. It’s a great team and we want to keep them close to the ongoing development to facilitate detailed feedback on our design decisions. We will include an excerpt of the meeting in the next Kickstarter update.
Reward and Stretch Goal Progress
With each update, we always include the progress bar infographic. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year.
Still blaming the beards!
We are still delivering 3D faces, and have now delivered more than 70% of them. Thank you for your patience on these, they are coming.
August Progress UpdateLatest dev highlights and the redacted excerpt from the latest Exec Producers #8 meeting
A day late and a dollar short might get you shot below the streets of the New Boston Zone but we’re hoping it doesn't come to that :D We’ve wrapped up our August sprints and are rallying to charge into September. The game’s development is cranking along daily and we’re still on pace for our Q4 release deadline for the Kickstarter alpha crew.
For this month’s update, we’ll highlight 3 big areas we’ve improved and share a cut of the latest Executive Producers meeting video.
Progress Highlights
This month we’ve hit an exciting tipping point on the visual display for character cybernetic accessories and display. It took some final updates to our shaders, new blend shapes, a new texture mask and some cool new 3D models for certain pieces, but things are starting to look very augmented around here.
Throughout August, we’ve also been refining job trees and what kind of Talent bonuses they can provide. We’ve completed another design pass to clearly delineate what bonuses are granted by job trees, backstories, and attributes versus those which are granted by cyberware, gear and (on the field of battle) Talents. The following extra additions have also helped us carve out even more exciting and unique space for each of your merc’s Job types and further amped the appeal of cross-Jobbing.
- We've added new Passive Talent types such as a hook when a character gets missed by an attack (Passive OnMissed), a hook when you get Downed in battle (down but not dead, Passive OnDowned) and a hook if your armor suffers a cracking hit (Passive OnArmorCrit) are all rounding out the Passive Talent category
- We've enabled Passive Talents to do more than just give bonuses, they’re able to react and initiate a free reload, for example.
- We've added more Talent rules and special clauses, such as a Sniper’s Take Position Talent which will stay active for 3 Turns unless the Sniper moves (and therefore, leaves the position) or a Cyber Knight's Quantum Assault which can only target and affect drones.
In a similar vein, we’ve been reviewing and tuning the game’s weapon variety, working hard to ensure every weapon class stands alone and offers unique strategic advantages and drawbacks when used -- optimal range bands, unique takes on Action Point economy, variation of firing modes like full auto and more. On top of that, we've rolled in some of the needed special rules -- Railguns now cut through enemy cover up to 10% while mercs carrying Pistols and SMG are allowed to fire these light weapons even if they lack the full AP cost of their entire attack. Powerful energy weapons -- like plasma rifles -- that bring a limited number of shots to the battle and can never be reloaded also add a major dose of spice to the weapon options.
Executive Producers #8
We held Executive Producers #8 at the end of August. This was a particularly exciting one where we focused on the unique aspects of Cyber Knights: Flashpoint’s tactical combat. Then, we demoed the concepts in action on an alpha mission. However, that footage is for Executive Producer eyes only (per their Kickstarter reward), so we’ve included a redacted excerpt of the session and slide deck where we talk about the pillars of our inspirational games (XCOM-likes) and how we've gone beyond them.
Reward and Stretch Goal Progress
With each update, we always include the progress bar infographic. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year.
We are still delivering 3D faces -- some of those remaining are dependent on specific cyberware, accessories or beards to be completed before we can send them out. Thank you for your patience on these, they are coming.
September & Schedule Update
Knights!
Fresh reports for you from the Trese Brothers HQ, deep beneath the New Boston Zone. As we continue to improve Cyber Knights: Flashpoint, working toward the alpha at a feverish pace, we’re dedicated to our monthly update schedule to keep the news flowing.
For this month’s update, we highlight 3 big areas we are working on -- but first we want to give the schedule update we know everyone is waiting on.
Alpha Launch Date!
As a team, we have decided to launch the alpha on January 4th, 2022.
A slight adjustment -- our last major schedule update did say the alpha would be ready by the end of 2021. We were pretty sure then it would end up in late Q4, and the more items we cross off the to-do list, the more accurate that looks: late Q4. Based on what’s remaining and our current estimates, it looks like we will end up checking the final checkboxes just before the end of the year. But, with October and November still ahead we are uncomfortable having so little margin of error in that estimate.
And as many of you know, the start of the alpha is the start of a non-stop process for Trese Brothers. With a thousand players potentially firing up the game there are sure to be early issues we can’t discover on our own. Every issue you find we will want to fix ASAP. Trying to do that over a holiday season doesn’t seem realistic. With the Steam Holiday sales and winter travel, it becomes impossible. We’ve settled on a date just past the new years line and hope you’ll agree this is the best thing for the alpha’s success.
We are so eager to share this game with you and hear what you think! Hope you’re just as excited to start 2022 with Cyber Knights: Flashpoint.
“The procedure will be painless, just don’t move."
Progress Highlights
One of the major tasks of September has been to complete and fully test the gameplay cut-scene director that allows the game to interrupt regular gameplay with a series of scripted events. This includes dialog, choices, camera controls, arrival of reinforcements, opening and closing doors, turning on and off security devices and more. This capability has already been worked into some of the early levels and is key in pushing the game missions’ interactivity with little dialog quips and mission intros as well as important map features like interactive switches, ambushes and more.
Quick demo to show the camera moving between a series of scripted events.
Continuing the Jobs and Talents work from last month, we put a special focus on differentiating jobs. We’re staying true to the design by avoiding and cutting out “Buff salad” while pushing for as many special mechanics, features and limitations as possible within each class. For example Vanguards, who rely on their Chameleon Sheathe cybernetic implant, are now restricted from wearing heavier armor which would interfere with its concealment powers. On the other hand, the Soldier has the only ability in the game to shorten or lengthen optimal range of their weapon, and the Cyber Knight’s ability to manipulate ally and enemy Initiative (manipulating turn order to their advantage) has been strengthened so you can pull off perfect ambushes.
In addition, we have been tightening up the security system’s tolerances and stealthy characters options to work around them. Talents that interfere with or disable security devices now cause the Minor Alarm Level to tick up, and have a lower duration than previous builds. At the same time, we added Talents to predict enemy patrol routes and disintegrate enemy bodies in a pinch. It's a fun formula, ratcheting up the tension while offering even more routes of play.
We’re ramping up for a big sound-effects mini-sprint in October so that your boot heels will clang on metal and clomp on concrete and everything in the game will whir and buzz and beep with the right ambience playing in the background. By far, Cyber Knights is going to set a new high-water-mark for our music and SFX, and we can’t wait for you to hear the entire game come alive.
Executive Producers #9
We’ve scheduled the 9th Executive Producers meeting for late October to share the latest progress with our EP team and to get that key early feedback. EP #8 showed off gameplay and talked about the unique design for CKF’s tactical combat engine. We won’t know the topic of #9 until about a week ahead of time, as we always like to pick something exciting / in the forge with the iron still red-hot to share. As the alpha gets closer by the day, we’ll keep meeting with the Executive Producers regularly, gathering feedback from this valuable “first line” of players.
Reward and Stretch Goal Progress
Per our promise, we always include the progress bar infographic. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, we have set the Alpha launch date in stone (chrome? PNG?) but otherwise there are no changes as we are hammering down to the final milestones before alpha.
For anyone still waiting on 3D face deliveries, apologies from Andrew. 55 of 76 faces have been delivered -- with few exceptions those remaining are waiting on some specific haircut, beard or specific cyberware or accessory to be fully completed before we can send them out. Thank you for your patience on these, they are coming.
Thanks for your on-going support!
Andrew and Cory Trese