Deadlock 0.2.0 Battle Report

published Friday, 27 Jan. 2012, 17:00 by ZPSHicks

Welcome to the first biweekly Deadlock Battle Report. Long gone are the bells of Christmas and in are the first iteration of a new Combat Range map as well as a new exciting prototype sandbox map we’re calling Playground.

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Mission Summary

Deadlock version 0.2.0 is online and available to all Spearheads and Frontliners. This version continues our commitment to Open Door Development which provides access to Deadlock, while it’s being developed. Remember that you can get access to Deadlock as well as support the development of Interstellar Marines by upgrading your profile to Spearhead or Frontliner in our [Shop]

This update includes, among other things, two new maps, a dynamic lighting system, first prototype of ragdolls, and character sounds. Read on for a detailed report.

 

Changelog

  • Added new map: Mainline - first iteration of a multiplayer map
  • Added new map: Playground - sandbox map for testing various prototypes
  • Added new ragdoll prototype
  • Added new dynamic lighting system
  • Added new system for controlling character sounds
  • Added join / leave messages to the chat
  • Added support for playing the game in standalone (sandbox) mode
  • Added new map selector frontend
  • Added temporary reverberation and room-tone volumes on Mainline and Playground

 

Mainline (Combat Range 2)

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Mainline generally aims to offer a less open arena experience compared to that of Combat Range 1 by introducing several larger buildings connected by small alleyways and courtyards.

Mainline is designed to offer both close, mid- and long range combat by exposing several different sight lines. The map will also be used to test various domination gameplay, centered around control point in each of the three main buildings.
Mainline is designed to offer both close, mid- and long range combat by exposing several different sight lines. The map will also be used to test various domination gameplay, centered around control point in each of the three main buildings.

 

Dynamic lighting system

The first iteration of a new lighting system has been added to all our light prefabs, allowing us to simulate a whole range of cool lighting effects such as color and flicker randomizing, intensity fluctuation, light groups, damage states and destruction.
The first iteration of a new lighting system has been added to all our light prefabs, allowing us to simulate a whole range of cool lighting effects such as color and flicker randomizing, intensity fluctuation, light groups, damage states and destruction.

 

Ragdolls

The first prototype of the marine’s physical ragdoll has been added. You can test this by shooting the marines on the Playground map.
The first prototype of the marine’s physical ragdoll has been added. You can test this by shooting the marines on the Playground map.

 

Character sounds

Footstep sounds are now played back based on the material (surface) the player are standing on. You can check this system with initial dummy sounds in Playground.
Footstep sounds are now played back based on the material (surface) the player are standing on. You can check this system with initial dummy sounds in Playground.

 

Map selector

We’ve added a simple map selector menu to the Deadlock frontend and it’s now possible to link directly to the multiplayer experience as well as our new sandbox map.
We’ve added a simple map selector menu to the Deadlock frontend and it’s now possible to link directly to the multiplayer experience as well as our new sandbox map.

 

Next objective

The next sprint we will be focusing on getting the “Get paralyzed, and paralyze others” game-loop up and running so we can finally start shooting each other.

As most of you have probably already noticed, we’re deeply committed to pushing the capabilities of Unity beyond what anyone has done so before; simulating dynamic lights, shadows, weather etc. - and we’re just getting started!

 

Known Issues

  • Low frames-per-second (FPS) when loading the Playground  map while in fullscreen. (Temporary fix: After loading the map in fullscreen, exit and enter fullscreen again for increased FPS)

 

Community stats:

  • Registered members: 152,160
  • Spearheads: 2,429
  • Frontliners: 211
  • Support Medals owned: 13,068

 

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software


Comments

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3 weeks, 5 days ago

I don't get low FPS. Though in the playground, it's my own fault for walking off the edge of the map.

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3 weeks, 5 days ago

the prototypes are really nice. And the new map Mainline looks great.

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3 weeks, 5 days ago

No more sitreps then? I thought it was kinda nice reading a bit from each team member every week :)

Looks great! I will give 0.2 a go in the weekend !

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3 weeks, 5 days ago

I some reason cant play the update its not there, whats wrong? and when i press play deadlock theres 2 servers and the physics are mes't up horridly.

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3 weeks, 5 days ago

Oh and this is what is going on for me i cant get the update to work and this is what its like.... http://www.youtube.com/watch?v=1lGhgB8RWxk&list=UU
WiojoQzA2hcRgOQXm3NYFw&index=1&feature=plcp

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3 weeks, 5 days ago

@forgefire: We've decided to make SITREP's a mid-sprint (biweekly) feature instead, so the flow will likely be SITREP -> Battle Report -> SITREP etc. depending on how long our sprints will be.

@KrissSuperV: It sounds like you're still playing in the 0.1.0 client. Try force-refreshing the Deadlock page (Shift+F5, Shift+CMD+R or similar) in your browser. You could also remove your local browser cache if nothing else works...

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3 weeks, 5 days ago

awesome!

Keep up the good work guys!

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3 weeks, 5 days ago

@heks: i got it working on firefox. thanks anyways! and keep up the good work! and is the finale deadlock going to be downloadable?

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3 weeks, 5 days ago

Waow! that is a hell of a sprint you've made here ZPS.

a little math:

Frontliners: 211 x 171.88 DKK per buy = 36266,68 kr.
thats the same as: 6372,05 $
and the same as: 4061,55 £
not to mention: 4862,50 €

+

Spearheads: 2429 x 268,12 DKK per buy = 651263,48 kr.
thats the same as: 114426,98 $
and the same as: 72935,75 £
not to mention: 87319,24 €

+

Support Medals: 13068 x 34,38 DKK per buy = 449277,84 kr
thats the same as: 78938,11 $
and the same as: 50315,15 £
not to mention: 60237,67 €

=

So the accumulated amount of credit that ZPS has earned by their our belifes are:
in DKK: 1136808 kr
in USD: 199797,15 $
in BP: 127312,45 £
in EU: 152419,42 €

congratulations Zero Point Software Dev's, you have been supported by 1.136.808 kr.
that is really astonashing, keep up the awsome work. because as you see; "We belive"

hope it wasn't to much math in your spare time ?B;-D
with regards:
Kasper vestergaard Haahr Smidt

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3 weeks, 5 days ago

<3

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3 weeks, 4 days ago

I noticed that if you shot this guys again nothing happens (they are not moving), after you shot them to the ground.
But ragdoll physics in itself is great, it looks really realistic.
Would be nice that if you shot one guy and then throw grenade to another guy the first guy who is lying on the ground (dead already) will be affected by explosion. Like in HL2. =)

Game is growing, i can feel it. Physics, lighting, sounds, maps.
Guys, you are great. Keep it up! "Thumbs Up"

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3 weeks, 4 days ago

+1 to what BadPrankster siad. :)

Lovely work as always guys!

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3 weeks, 4 days ago

Ok sounds good heks - I was just a bit afraid that we would never get sitreps again, but a bi-weekly is perfectly fine...as long as we get to hear from you guys from time to time i am happy :)


enjoy the weekend! I am sure you guys deserve it!

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3 weeks, 4 days ago

A friend of mine complained about the optimization of Deadlock. He says he lags so much on medium settings, yet he can run Battlefield 3 on Ultra.

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3 weeks, 4 days ago

awesome updates !

had an idea for some time for Deadlock, but maybe it would be too much work.

A mode where you play co-op vs. a Titan Walker.

Lots of work, coding AI and stuff like that for the Titan Walker, but would be very nice.

Also I think ZPS may want to update some of their web pages :
http://www.interstellarmarines.com/game/ - Here the graphics says that the slice after Running Man is still "To Be Announced"...

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3 weeks, 4 days ago

@Antonio38425144

This is unfortunately part of doing this type of open development, as we are showing off the game way before it is in a releasable state. Optimization will be addressed later on once we have the new version of Unity that will feature better optimization tools.

There is no question that BF3 is extremely well optimized but I am not sure that it was so from day one. We will get there at some point I am sure.

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3 weeks, 3 days ago

When will it be free to the actual member's. or is it just for the one's it told us? because i don't have the money. or you wont change your mind and screw every body over? and will there be dedicated server's? and has anybody played skulltag?

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3 weeks, 3 days ago

@halostoper
When it is finised currently you can't even shoot somebody.

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3 weeks, 3 days ago

Love the idea of blowing up the lamps to create dark spots, so much possibilities. By the way, there should be a button on the server list that allows you to go back to the screen where you select between the map and the playground.

Looking good so far...

-Leowolf-

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3 weeks, 3 days ago

want to play

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3 weeks, 3 days ago

I love this open doors development. Sitrep, Battle report, Sitrep is perfectly fine with me and a great way to show progress of the game development. Thank you all, folks, the game looks great so far! :-)

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2 weeks, 6 days ago

ok so i finally took the plunge and invested $40 into this game. If you guys abandon this project we will hunt you down :)

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2 weeks, 6 days ago

Soon the face shooting will begin....exxxcellent.

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2 weeks, 5 days ago

Deadlocks looking as shiny as an ugly babies bottom, keep it up

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2 weeks, 5 days ago

Don't think the lights really work, the origin isn't bright enough. Details :P

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2 weeks, 4 days ago

*pokes ZPS*

sup guys? No sitrep? :\

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2 weeks, 4 days ago

is nobody playing deadlock?

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2 weeks, 4 days ago

You can't play it yet. All you can do is run around the map and chat.
"Get paralyzed, and paralyze others" - we are all waiting till this is released.

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2 weeks, 4 days ago

Argh, i think we need captchas here as well.

Also were is our sitrep i miss it.

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2 weeks, 2 days ago

they have properly been a bit busy with their little sprint lately?

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2 weeks, 2 days ago

yeah seems we need captcha's here as well...

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1 week, 3 days ago

So guys, can't we start kicking some ass yet?!!!.........:)

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1 week, 2 days ago

Great work guys! I love the maps :D

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