Frozen State Wiki

Hello guys!

We’re happy to announce that Frozen State has an official wiki, which can be found on Gamepadia http://frozenstate.gamepedia.com/Frozen_State_Wiki. It’s quite empty for now, but I hope it will change soon. The russian wiki will be launched shortly, if you want to start wiki on any other language, feel free to do so;)

We also have started preparing the game for the Steam release, API integration and so on. The current month will be the hardest, because we will be overloaded with work, but eventually, if we don’t die from red bull overdose and pizza intoxication, we will have a playable alpha build.

 

 

 

Fingers crossed and let’s ROCK!!!

 

 

 

 

 

Progress report

Hey all!

Unfortunately, due to some technical issues I couldn’t make a video update today. But as I promised to make an update in which I was going to tell what we are working on right now, I’ll do it in an old-fashioned, text only way…. with a few screenshots.

At the moment we are finishing up the basic game mechanics, creating new assets and hammering out some bugs that we come across. I’ve mentioned already that many objects will be procedurally generated every “New Game”, however, for a better result we decided to combine procedural game elements with hand-crafted levels.

We manually placed  big and medium assets ( e.x. buildings and ruins), sculpt terrain, and then place “spawn points” where we want to have a random object ( enemy, piece of furniture, loot etc) .  Each spawn point may contain an infinite number of objects that can possibly spawn there. Also the objects can migrate between the points in random order.

Before (The diamond shape markings represent the spawn points, as you can see there are still a lot of static objects, which I placed manually. Later they all will be replaced with the spawners)

before

After (the new game has been started, and all the spawn points have turned into objects)

after

Why so complicated – you might ask? Well, we’d like to have more control over the procedural generation and potentially diminish the likelihood of generation of plane and uninteresting locations. But the biggest advantage of this system is that it potentially may grow in a very powerful modding tool. Probably, it is too early to say such words, but we would like to see Frozen State growing and thriving even after we finish all work on it. If we get a positive response from the community, we will continue improving our tool set and one day we will make it available to everyone.

Another big chunk in our to-Do list is UI. In order to optimize the UI code, it was decided to rewrite the code from scratch, yep it did take quite a lot of time, but it was worth it. Along with this we have also redesigned some windows in the Inventory, and added a new UI element for quick interaction with the game objects such as: lootable objects, cars, door locks, cooking and so on.

The most recent implementations that has been made is the transition between locations forth and back again. The trick was to get back in the location you came from, because before the locations couldn’t save the content inside them, now they do. The next step is random generation of the world using the existing locations.

This all for today, I hope, the technical issues will be fixed soon and I’ll show you more in the video update.
Thank you

 

 

Всем привет!

К сожалению, по техническим причинам видео апдейта сегодня не будет. Но, как я и обещал, расскажу немного о том, чем мы в данный момент заняты.

В основном мы активно дорабатываем базовые игровые механики, создаем контент и по возможности устраняем найденные баги.

Прямо сейчас мы завершаем работу над системой рандомной генерации объектов. Я уже упоминал, что многие объекты будут процедурно генерироваться при начале “Новой Игры”, однако, для достижения наилучшего результата мы решили совместить систему процедурной генерации с ручным созданием локаций.

Мы “вручную” работаем над дизайном каждой сцены, создаем рельеф тиррейна, расставляем здания и другие крупные пропсы. Таким же образом в “сцене/локации” ставятся специальные точки, в которых и будут генерироваться объекты ( монстры, предметы интерьера, лут, точки отдыха и т.д.).

ДО ( отметки в виде ромбов обозначают точки спаунеров, как вы можете видеть в сцене все еще очень много статичных объектов, которые я добавил руками. В будущем все они будут заменены на спаунеры)

before

После (после старта игры, все спаунеры сгенерировали определенные объекты)

after

Для чего так заморачиваться? Ответ очень прост, чтобы иметь больший контроль над случайной генерацией и максимально сократить возможность появления неинтересных локаций. Самое главное достоинство этой системы в том, что в будущем она может перерасти в удобный инструмент для модинга. Возможно об этом рано говорить, но мы хотим, чтобы Frozen State развивался и после релиза. Поэтому, при достаточном интересе со стороны комьюнити, мы доработаем и выпустим инструментарий для создания своих локаций.

Второй объемный кусок, над которым мы продолжаем трудится – это UI. Было решено полностью переписать всю часть UI, чтобы оптимизировать и улучшить его работу. Так же будет добавлен новый элемент интерфейса для быстрого взаимодействия с объектами, например: лут, дозаправка машины, дверные замки, готовка продуктов и т.д.

Из последнего, что было реализовано – это переход из одной локации в другую и обратно. Трудность заключалась в обратном переходе, так как сцены сами себя не сохраняли. Теперь же все работает. Следующим этапом будет генерация мира из имеющихся сцен.

 

На этом пожалуй все, ждите видео апдейта, который я всетаки надеюсь скоро сделать;)

Video Dev Diary #1

Hey there,

As an experiment, I made this update in a new (To me) format;  Video. It was a bit of an odd experience talking to the monitor, but I think commentaries make it way easier to communicate  what’s happening on the screen (despite my English), rather than annoying text pop-ups.

Well, I hope you’ll find it interesting, enjoy ;)

 

Всем привет!

В качестве эксперимента этот апдейт я решил сделать в новом для себя формате – это видео. Было странно говорить с монитором, но, на мой взгляд, видео с комментариями гораздо лучше передает суть, нежели выскакивающий текст.

Надеюсь Вам понравится. Приятного просмотра!

Beyond the greenlight

Hey there!

    We were so excited about our successful Greenlight, that we dived deeply into work and slightly forgot about updates. Thank you for your patience.

If I left some of your questions unanswered, I’m sorry, most likely I didn’t see them in the whole mass of other comments. I’ll open special section dedicated just to the questions about the game.

So, let’s get to the core of this update – progress! As I said, the past few weeks were very exciting and productive, we’ve managed to accomplish a significant chunk of work:

Continue reading

Greenlight

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Happy New Year everyone!

I spent this week preparing materials for our Greenlight page. It’s live now and I’m super excited and worried at the same time.

For the past six months, since our Kickstarter campaign finished unsuccessfully , the project has changed and evolved dramatically in something different from our original vision. We had to drop some of the features out, redesign the others, shrank the scope, but on the other hand we’ve made good progress and like the corse we took.

I would appreciate very much, if you could spare a moment of your time and have a look at our work ;)

http://steamcommunity.com/sharedfiles/filedetails/?id=214840651

Thank you ,

- Alex (Satori)

Paint your path

Unity has it’s own waypoint manager , it’s quite good but simple. In two words a waypoint system needs to make enemies or NPCs navigate themselves in the world.

After some tests it became apparent that it’s not going to work with our system of buildings: multiple storeys, randomly generated obstacles and furniture turn it into a big, annoying headache. But… Unity wouldn’t be Unity without its great community.

We began searching for a solution among existing add-ons, but again, none of them could do exactly what we wanted. Automaticly generated paths were a mess, enemies could walk through walls, but struggled with stairs, stuck in doorways and so on.

We didn’t have many options, either make the buildings simpler, by putting aside all that cool stuff we have planned and worked on, or come up with our own path system. Apparently we didn’t want to dump all that work we already did, so we took the second option – own system.

Based on an add-on we had bought previously, we created a waypoint system, where you can literally “paint” and “erase’ in realtime grids (areas) where enemies should walk, and omit some spots where they shouldn’t.

The pros and cons of this system:

+ Full control over waypoints

+ Optimisation

+ Precision

+ Simple to edit

- Timeconsuming