Cyber Knights: Flashpoint - January Progress Update

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Henriquejr spotted the January progress update for the tactical RPG Cyber Knights: Flashpoint:

January Progress Update

Busy in the new year, continued Alpha pause, UX implementation progress, fuzzier stealth L2 mission pipe!

This month passed fast! With Alpha updates on pause and the workshop doors locked up tight, the entire team has been heads down working madly on everything from technical memory management to visual effects and level polish.

As we arrive in 2023, there are now 7 team members working on Cyber Knights: Flashpoint across design, coding, UX, animation and level design - so let's take a spin through some highlights of the month!

As the team grows, so do the branches in our source code control

UX Implementation
We're excited to have welcomed a new Unity engineer who is focused on the UX implementation to the project in December. With his help, we've been accelerating the conversion of the UX to the new design, adding UI features and improving the data flow to the player and also making it look great.

Still the project is massive - spanning the tactical mission map, Matrix Mk2 hacking and the safehouse with all of its interconnected systems. This is no small mountain to climb! The final piece -- the extensive set of safehouse wireframes -- just entered the final stages of visual design last week. However, the results are looking awesome; the design includes considerations for controllers and multiple screen sizes (TV, PC, mobile). We are getting nearer to completing the implementation of all the tasks for the main tactical mission map which would be an exciting milestone.

L2 Mission Pipeline
Throughout 2022, the level design team planned, designed and crafted over 70 levels (fun fact: that's more than in our previous squad tactics game, Templar Battleforce). These levels were brought up to the playable stage and many of them were loaded into the game in the Alpha's "Mission Playtest" menu while others have just been played by the internal team.

At the start of January, we engaged the "L2" mission pipeline. This second pass on level design includes a review of each level's themes and its location within New Boston, integrating the level into the larger scene and surroundings, final level lighting, volumetrics and VFX, a close review of the level's security, matrix and reinforcement flows, and finally optimization and performance testing.

In addition to all these improvements, during this phase levels are also being plugged into story missions -- finalizing its scripting, special cut-scenes, complications and secondary objectives.
We're in a good place with levels; the L1 pipeline, with thanks to all of our alpha players' feedback, has produced a vast trove of well-constructed "raw material" for this L2 pipeline to refine. Now that the L2 pipeline is up and running, it will keep running straight through Steam Early Access, loading more and more content into the game.

[...]
More information.
 
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