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HEXIONNewsUPDATE #14 - Maps, Locomotion, Performance
Game update

UPDATE #14 - Maps, Locomotion, Performance

HEXION · published 10 Jul 2018, 16:47 UTC

All newsPlayers around this dateRead on Steam

This patch took a bit longer than expected, but the results have been worth it! I've wanted to rework the locomotion for a long time, to a more conventional, non-hex approach, which required a totally new approach to our level-design, and a ton of work - Here are the fruits of the last months labor!

NEW MAP: EUROPA

I wanted to do a colder environment for these, way too hot, summer months - and thought that the icy moon of Jupiter would be a good fit! The map is intended for our first new game-mode "Domination" which will be available in the next patch! But it is available for play in both Team-Deathmatch, and Team-Elimination right now.

MAP REWORK: COMPOUND -> MARS

Mars is a complete rework of the former map "Compound". It has the same overall layout as the old map, but everything has been improved. New environment, better pathing, and waay better performance.

Note: All the maps still use somewhat basic geometry for the structures - this is temporary while I'm still iterating on their layout based on the feedback we get! They will receive a major art-overhaul at some point in the future.

NEW:

  • New maps (look above!)
  • 100% Reworked locomotion: "safe" teleportation, and artificial locomotion now uses a proper nav-mesh instead of the semi-hacky hex solution from before!
  • Performance improvements! This one was a major point for me, since before it was virtually impossible for even high-end gpu's to max out the graphical settings. This is no longer an issue, as performance has been majorly improved on all maps!
  • Created a minor system to control fog in various locations, dark areas will now be properly dark!
  • Added door-sensors to keep them from squishing your head when stading in their space.

CHANGES:

  • The skybox shader has been majorly improved, to ensure better cohesion between the environment and the fog.
  • The glass shader has been reworked completely
  • Gravity has been simplified, now everything uses earth-like gravity - but I've made it an option for the host to change between: zero / low / normal
  • Reworked the way the player torso behaves, it now has a more stable position.

BUG FIXES:

  • Weapons / Hands will now be pushed out of walls if they collide after respawn / teleport.
  • Certain players should no longer experience invisible terrains, I swiched from a third-party asset to our own, more performant, less bug prone solution.
  • Client side BOTs now also have velocity dependant audio.

I really appreciate the patience you guys have shown us so far! During the last month I have received a ton of great ideas from you guys, a lot of which has already made it into our immediate roadmap! There's a lot of demand for interactive reload, which i personally can't wait to get started on.

NEXT UP:

The next thing on the list, is our new game-mode: Domination. It will be our take on the classical "hold-the-point" mode. Furthermore the next patch will include our first map-specific power-up, which I really think you guys will enjoy!

This patch won't take nearly as long as the previous, since it's mainly programming, and not as much 3d-modelling and performance work. I expect it to be done early next week!

Looking forward to hearing your impressions! :reheart:

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