Sweeping vistas and disappearing walls
This month we've done a lot of work that you can actually see when you start the game: inventory, landscape, maps, and building shaders.
You can now mod weapons in-game
The new inventory system allows you to add attachments to your weapons, as well as equip items that can be used to carry other items, such as backpack or a tactical belt. Correspondingly, the encumbrance system has been tuned to reflect these changes.
Watch Jason demo the new inventory and modding of weapons:
Inventory management and weapons attachments demo video
We've modified the shaders used for building walls, so that you can see your party easily, and don't have to muck around with camera angles.
Trees. Lots of trees
Trees look neat and make a landscape come to life. We have nifty trees from SpeedTree that animate with wind and we wanted to have more than a handful of them on the map. So we've overhauled the code that generates maps, and now we can have dense jungles if needed.
As a result of the overhaul, the map load times have gotten much quicker, and even the 2x2 km maps now load in under 30 seconds.
Check out that forested hill in the left background. Looks a bit like the hills we live in. Read more on our blog.
Trees you can see through
Just like with walls, you probably want to actually see your party and not just enjoy the view of the forest when you play. So we hide the leaves when you have the camera looking down. The vegetation will progressively fade away as the camera moves higher, resulting in a view like this.
What would a tactical game be without a minimap? So we made one. The cool thing about it is that we generate the map when the mission is generated, while the team is still at the base, planning.
With the ability to see the terrain ahead of time, you now have some new options for infiltration such as scouting to identify points of interest on the map, which will be then marked on the minimap when you deploy.
Here's an example of a minimap for a simple test terrain, showing trees and buildings. The map will look better as we refine the symbols and color palette, but this should give you an idea of where we're going with it.