GROUND BRANCH Intel Report #022: Road to V1035 (September 2024)
Oct 01, 2024Hey there!
We're back with another Intel Report featuring another round of sneak peeks and details for our major upcoming release GROUND BRANCH V1035.This month, among other news, we'll be taking a look at our initial work on full-fledged missions.
Keep in mind this report is not an exhaustive list of V1035 features. For an overview of expected changes and additions, refer to our roadmap.
If you haven't yet, make sure to check out last month's Intel Report #021 for more V1035 previews.
New Discord modding channels
If you're a member of our official Discord server, you may have noticed that earlier today we opened up some new modding channels.
Now that the GROUND BRANCH Mod Kit has been officially released for a while, it seemed like a good time to unleash these new channels on unsuspecting modders.
Prowlaz, our Community Manager, kindly put these together for you a while ago, and Bob/AT has helped put some words together for them.
Thank you, Prowlaz and Bob!
Operations: paving the way for full-fledged missions
Though GROUND BRANCH won't have a traditional campaign with an overarching story, it was always meant to have "proper" missions featuring backstories, briefings, multiple objectives and, for single player, AI teammates.
Our unorthodox campaign format combines short sequences of story in the form of "hotspots": areas of geopolitical interest in different parts of the world where missions will be carried out. Each hotspot in v1.0 may feature anywhere from one to a handful of missions — with room to expand over the game's life — and our new project manager Travis has been spearheading the process to determine where in the world these hotspots are, and what the story behind them is going to be.
More complex missions require more complex logic than our current game modes have, and our hotspots need an interface to navigate them, which is why Fatmarrow and Scopey have taken on the task of bringing these ideas to life on the programming and UI fronts. As much as we adore the underlying code which supports this stuff, luckily (for you) we have a working preview of the UI to give you an idea of where we're headed:
Does that mean V1035 will have missions?
Kind of! We're working hard to get one such mission done for V1035. This mission, set in Eastern Ukraine (on map Depot), will serve as a sample or demo — or a
If you're curious about what the demo mission will entail, take another closer look at the video as the mission background and objectives aren't expected to change much. An Oman hotspot isn't planned at this time; it was added for UI showcase purposes only.
We are hoping to support both single player (with AI teammates) and co-op for the demo mission, but everything is subject to change depending on how development goes. We are hoping to support both single player (with AI teammates) and co-op for the demo mission, but everything is subject to change depending on how development goes.
Demo mission support
As hinted earlier, the sample mission has created demand in various areas in order to support and properly convey the objectives and background we're proposing for it.
In addition to UI, another demand was making the village area of Depot appear "lived-in" in order to reflect the presence of stationed troops. Will has taken up that job, adding camping gear, communications equipment, vehicles and other details to the area:
To add more flavor and variety, John has also reworked the Depot faction to better fit our concept of Russian PMC. If you're as sick of that one guy in light tan and black as we are, you'll probably appreciate the change:
The demo mission will also require planting explosives and being able to scout a location, both of which aren't fully defined in terms of mechanics but are already under development. For the explosives, we're currently going with the M4 SLAM:
Setting up the M4 SLAM to work in-game is no small task: in addition to the model, it requires animations, particle effects, gameplay abilities and other work that is all underway.
Game dev is a G.A.S.
We've shown you the shiny topside and now it's time to take a little look under the hood at some of the upcoming changes in V1035.
Historically, we had painted ourselves into a bit of a corner with some of our animation and game systems, as complexity was gradually layered on top of complexity. The result was that it was getting harder and harder to introduce new systems (*leers at prone*) and to make existing ones work together more seamlessly.
Therefore, with no small amount of trepidation, we shook up a ton of underlying systems and put them back together again with the new Gameplay Ability System (GAS). If you're interested in the technical details, click here for more details on the Unreal Engine GAS implementation from Epic. It is a bit of a conceptual reworking of the game logic into self-contained gameplay abilities rather than having custom logic scattered throughout the code base. It means that once everything is set up, a single player action may, for example, fire off a single gameplay ability, and then it just… takes care of itself. In practical terms, once we get over the initial bump of the internal reorganization, we should be able to put into the game the remainder of the planned gameplay systems without the huge headache we would've had if we had needed to integrate all the new stuff into the old code base. There also seem to be some performance improvements, which is nice.
If you're not an Unreal Engine nerd like us, let's put this another way: this change should be the last big hurdle before we drive our GROUND BRANCH car at irresponsible speeds towards v1.0.
AI
AI continues to be developed, though the implementation of GAS has delayed our ability to showcase it. Still, Chris has managed to capture a quick video of one of the new AI abilities: detecting not just the source of flashlights, but their projected light as well. Take a look:
This change should make it particularly important to maintain light discipline, so be extra sure you've packed your night vision goggles and AN/PEQ-15 for those night ops.
The same ability will be applied to lasers.
Audio
Zack has been working on a lot of stuff: the ambient audio (or soundscape) for new map Ranch, sound effects for the G36K Custom, AUG A3, MK24 and other weapons, and of course the voice lines for 2 of the OPFOR factions: the Mexican Cartel and the Russian PMC mentioned earlier. Here's a sample of the voices — courtesy of Zack and the very talented voice actors we had the pleasure of working with:
Along with the new AI animations (previewed in our last Intel Report) and the new enemy character assets shown earlier, we're hoping to breathe a little more life into our enemy AI soon.
Zack is also improving spatial audio by setting up a system where large objects will now block, diffract and occlude sounds. So, for instance, a large container will now act similarly to a wall when it comes to sound — so a character behind it will no longer simply sound like they're just a few steps away from you with nothing in between. The video below has a little demo of the Ranch soundscape, as well as a little before/after of the spatial audio change to give you a better idea:
Masking out the night vision
One of the most common bug reports we get is that infrared signature — that is, IR lasers and illuminators — doesn't show up through the AN/PVS-22 UNS clip-on night vision scope, which probably seems like a trivial issue to fix when you consider that it works as expected when looking through any of the night vision goggles in the game.
The issue is that the NVG is a full-screen post-process effect, whereas the AN/PVS-22 UNS uses a different, more basic effect compatible with the picture-in-picture (PiP) method that the scopes in GROUND BRANCH use. It's easy enough to tell the full-screen post-process effect to show IR signature, but not feasible to do so for the basic PiP effect. That leaves us with just one option: "masking out" the full-screen NVG post-process effect to only show up in a designated area of the world, in our case the lens of the PVS-22.
Because it's a relatively harmless bug with a fairly large amount of work required to fix it, we let it sit for a while longer than we would've liked. But for V1035, we put some time aside to finally work it out. Here's a quick and dirty capture straight from the editor just to illustrate the method:
If you're wondering why we're illustrating with the NVG rather than the PVS-22, that is because the same method can be used to restrict the NVG effect only to the portion of the screen corresponding to the NVG's tubes — leaving the surroundings clear for you to see with normal vision, instead of covered in black. Pretty cool, right?
This has been Intel Report #022!
We appreciate you taking the time to read our little dev blog. Got any questions or suggestions? Leave them in the comments and get the discussion going.
As always, thank you for your continued patience and support as we chisel away at your favorite tactical shooter. See you next time!