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  1. Hi guys, welcome to the first devblog of Post Scriptum.
  2.  
  3. [showcase in subtitles once you start speaking in the bottom right corner and then fade after a few secs]
  4.  
  5. "Romain (or Breizh0o)"
  6. "Lead Developer"
  7.  
  8. It's been a while ever since we announced the existence of this project and we're glad with the positive reception so far. We kindly appreciate the encouraging words that many of you have sent our way. I'm sure some of you have been following closely the updates we post in Facebook from time to time. We are still working at a steady pace of progression and are happy with how the game is fleshing out. This is also to say that we're also quite dependent of SQUAD's development on some basic features and have to adjust accordingly. There are also new obstacles to face everytime Unreal update. Despite these delays we are fortunate to have SQUAD main developers providing feedback when requested as well as pertaining info that might aid us. Of course, we're grateful for their support. When it comes to the core We are moving forward at the same pace SQUAD is, but rest assured that we're making good progress in some areas.
  9.  
  10. Now, I'm sure you all have a question that you want answered: how far have we come since the teaser?
  11.  
  12. To put it simply, we have added a third more of the assets you see in the website's gallery and more weapon animations. We have also been paying a particular attention to sounds as well as recruiting more Level Designers. We have also made the basic deployment assets required for a round. Theoretically we have the very basics required for a playable round.
  13. On top of this, we've also acquired software tools to improve the quality of our assets and maps with money that comes straight from our pockets. We don't want our talented team of artists to be held back due to shortage of options to work with. Of course we can only go so far in terms of budget but we're sure that Post Scriptum will benefit from this in the end.
  14.  
  15. In terms of limitations we have been holding back in the development of our own game features due to the obvious reasons. It seems unwise to implement gameplay features that might fully or partially implemented in SQUAD in the future. So we're afraid we'll have to put our unique game feature ideas into a pending status until we know for sure which are the core foundations that we'll
  16. have to work with in that regard.
  17.  
  18. Another thing to have in mind is that our rig for animations is not the final one and therefore we have tasked our 3D Animators to focus on firing and reloading animations for our weapon models.
  19. Hopefully when we have the final rig we will explore further movements that will enhance the feel of the weapons as well as possibly adding new ones to the character model. Nevertheless, we feel that our Animators have done a great work to them as you'll get a chance to witness in a short bit.
  20.  
  21. We have prepared a set up of weapons with basic fire and reload animations in our own customized test map called "Arnhem Range". What you've been watching since the start of the video is based uponSQUAD's very own Jensen's Range and this is where we test our assets and respective functionalities.
  22.  
  23. [Showcase the firing range/ face yourself to the targets]
  24.  
  25. This...is where we will begin our fun...
  26.  
  27.  
  28. [WEAPONS SEQUENCE]
  29.  
  30. [In the last weapon fade to black, show 2 cinematic scenes of Heelsum as a transitory period]
  31.  
  32. [Drive a vehicle or walk in an interesting area of Heelsum]
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  34.  
  35. I hope you enjoyed this bit and are just as excited as we are.
  36.  
  37. So where do we plan to go from here?
  38.  
  39. We have a few surprises in store in the following months. We want to work hard in detailing the best we can out of the maps in progress and will continue to add more badass hardware. Anytime we have more to show we will make it sure to update accordingly in Facebook and in our website. Please stay tuned for more news in the future and support us in our official channels. We appreciate all the good vibes you guys have been sending us.
  40.  
  41. I hope you enjoyed our first devblog out of many more to come and we'll see you next time!
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