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Jsonedecker

Member Since 22 Feb 2007
Offline Last Active Private

Topics I've Started

Patches and Tech Preview update

24 April 2015 - 04:54 PM

Hello all!

I wanted to give a quick update on the Tech Preview release.... Just about there. The testers found a few issues that must be fixed before release and we are working on those. We are also trying to squeeze in a few more features that may seem small, but play a large role in defining what Ground Branch is all about. The Tech Preview is a huge step for us and one that we want to be absolutely sure that those that play it are able to come away understanding what we are going for and what Ground Branch is going to be. I am also trying to finalize some storefront issues as well. So the countdown is in days now, not weeks. Posted Image

Two of those small but significant "Ground Branch" features that we'll give a glimpse of here are user patches and control scripting.

PATCHES

We have basic support in for user created patches. At the moment, there are slots on each arm and the baseball hat to place a patch. Each slot can have its own patch as well. We haven't worked out all the backend stuff just yet, but patches are images on disk that are loaded directly into the game either locally or from the server. Of course there will be rules that are setup and restrictions on how things work so not to create issues for people. For you old schoolers.... think back to how Rainbow Six worked in this area.

Of course, everything is work in progress here.

Posted Image



CONTROL SCRIPTS

This one is definitely more behind the scenes....something so simple yet so powerful. Our key binding works in the traditional way, but you can also craft a script that sets up custom actions or binding groups. Almost anything that is bindable is scriptable as well. Instead of these actions being hard coded you have complete control to setup what you want. For instance, say you don't like the standard toggle lean setup. Simply make a script that changes it to a momentary one that requires you to hold the key to stay leaned and release the key to go back.

Here is an example of the LeanLeftToggle control script:

<code>

{
"ActionName": "LeanLeft",
"Version": 2,
"Name": "Lean Left (Toggle)",
"Description": "Press to left left. Press again to cancel.",
"ScriptData": [
{
"ButtonUsage": "Pressed",
"Entries": [
{
"Is": "Leaning",
"Parameter": "Left",
"TrueEntries": [
{
"Function": "StopLeaningLeft"
}
],
"FalseEntries": [
{
"Function": "StartLeaningLeft"
}
]
}
]
}
]
}

</code>

We will provide a cheat sheet of all the necessary keywords from the code to make your own scripts as well. Scripts are loaded from disk by clicking the 'Options' icon for each keybind.

Posted Image


So there you go. Not much longer and some cool stuff. Have a great weekend!

Read this story on GroundBranch.com

It's coming... I can see it!

23 April 2015 - 08:35 PM

It took 4 ACOGs but I can see it!

Posted Image

We decided to separate out the secondary sight from the ACOG into its own item. So now the rail on the top is fully functional..... don't worry, Kris is adding restrictions on what can be attached there. ;)

Screenshot extravaganza!

13 April 2015 - 03:48 PM

There is a small group that has had access to development builds of Ground Branch for a while now. About a month ago we gave them permission to post screenshots and videos from the build(s) in the forum. Unfortunately, if you don't frequent the forums then you may have missed them. So we thought we would gather some of the best ones and make them official. Special thanks go out to those that are posting media, but specifically to forum members Psychomorph and DetCord for the images shown here.

Some of this will be available in the Tech Preview, but all of it, and more, is in the Operator Edition dev builds. Everything is still on track and we are working hard to get the last few bits fixed up in the build as well as some logistical items for launching this thing sorted out. Enjoy!

 

A few shots of a player in various postures and environments.

character_01character_02character_03

Weapon and environment effects that actually affect gameplay. Flashbangs will leave a lingering smoke in the room that may make visibility difficult. Environment fog and smoke effects conceal players.

effects_01effects_02night_03

Some environment shots

env_01env_02env_03

Rain and lightning. Its subtle, but notice how the rain drops are dark and pick up glints of light reflecting form them.....

rain_02rain_01

Various night time shots. Lighting and environment will play a big role in Ground Branch.

night_07night_06night_04night_05

Read this story on GroundBranch.com


Things are moving along

05 April 2015 - 10:24 PM

Things are moving along pretty nicely lately, though everything is still taking longer than we would like. Kris is working really hard on making sure one of the cornerstones of Ground Branch, the character and weapon customization, has a rock solid foundation to build on. This has proven more challenging than originally anticipated, but we think its finally working to our standards. It isn't currently pretty.... but she's got it where it counts!  ;)

 

As I mentioned before, we will be releasing what we are calling the Ground Branch Tech Preview soon. This will be a small slice of Ground Branch to give people a general idea of where we are going with the project, though there is no gameplay specifically. The purpose is to give people a small taste of what to expect from the project as well as give us a platform to gather valuable feedback on crashes, system specs, performance and general stability of the project. The Tech Preview will not cost anything and we encourage people to pass it around, share, do videos, post screenshot and whatever else they want to to help promote the project.

The next step after that is to move to Early Access on Steam. We want to make sure that the game is as rock solid and polished as can be at that time. To do so, we have decided to make some things available for purchase to help fund our drive to Early Access and beyond.

 

GBLogo_OperatorEdition


Ground Branch Operator Edition


The Ground Branch OPERATOR EDITION is a way for people to help financially support our efforts very early on as well as provide valuable feedback through testing and using weekly development builds.


What you get:


» Immediate access to Pre Early Access development builds to help us design the game around your valuable early feedback

» A private forum area to discuss the game and ideas with other OPERATOR EDITION users and the game's developers

» An Early Access Steam key when available

» Forum badge showing that you are a Ground Branch OPERATOR EDITION supporter

» The initial full release of Ground Branch on steam when available

» A Ground Branch T-Shirt

» Plus a special in game aesthetic upgrade item!



 seperator

Ground Branch T-Shirt


 For those that just want to look good, we will be selling the official Ground Branch T-Shirt:
shirt
We really do hope to have all this available very soon and will most certainly make announcements when it is. We are working very hard to make this happen. Not much longer now......


Read this story on GroundBranch.com


Q&A and development image

17 March 2015 - 05:17 PM


We recently had a new forum member ask some good questions about Ground Branch that I thought would be good to bring more attention to.
1. AI.  What can we expect from AI performance? will friendly character's instinctively dig corners, pick up security, not run in front of your muzzle, follow directions ect. And will the enemy act more like a live role player? Run and hide, spray and pray around corners, be distracted, investigate noise ect.
AI is still a bit out, but Epic is doing some really nice things with their built in AI solution. Its not just bots anymore. :)

We certainly plan to have our AI react as humanly possible given our resources and time though.

2. Weapons. Im assuming the selection will replicate a highly funded and completely supported special missions unit like the SOG, but what about the
details? examples, a BAD lever making your reloads quicker (because they do) suppresors NOT making "damage" lower (because they dont) sub sonic ammo making the report quieter but reducing velocity and perhaps accuracy at certain ranges ect.
We are not setting out to make a huge arsenal of weapons. Modders will take care of that for sure. We will have a pretty standard set covering Pistol/SubMachineGun/AssaultRifle/Shotgun/LightMachineGun/Sniper/Explosive

We don't plan on including any "active" reload situations or random fouling sorts of things. Yes, that stuff does happen in real life, but we feel its just an annoyance in a a game and just frustrates people for no reason. Attachments will have actual impact on the weapons/ammo as well. They won't be just for show.

3. Breaching. Please tell me work is going to one of the most vital areas in a direct action game. Will there be different charges to choose from and have the appropriate effect?  Will it be an option giving tactical leverage to the assault force, or just an amenity to add to the look which apparently RS siege has done.
We are planning on having extensive breaching capabilities for doorway entry.... including breaching shotguns, charges, kicking and other. We have even prototyped a way to allow players to block doorways from being breached. Not sure if that will make it in or not.

What we probably won't have much of is arbitrary wall breaching and things like that. That isn't an area we have the resources to tackle.

4. mission planning. Will we be able to plan the assault? and if so how detailed?
Mission Planning is up in the air at the moment. For CoOp, the plan is to have a pre-mission planning phase where live players can work out their "x's and o's" together, but planning for SP a'la Rainbow Six may be out of the scope of GB for now.

5. Sound. Different sounds for shooting indoors and outside? a small thing but would make a noticeable difference to the authentic feel im sure you would agree.
I'm not sure if we will have the budget to record different sounds, but we definitely have environmental settings that process sound based on indoor/outdoor. It all depends on how much funding we can get. :)

6. Tactics. Goes along with AI but is there a realistic approach or a "user friendly" action oriented approach. A better way to word this I guess would be. Are you going to feel like your conducting an actual raid, or just run and gunning at a slower pace becasue you go down in one hit? I hope that question makes sense
I guess that's up to you and how you play I think. Ground Branch is not designed as a run 'n gun game simply by the shoot/move mechanics and the way weapons work. We aren't a sim though so we strive to make things as streamlined as possible. We don't want you thinking about controls and key combos during play.

7. Maps. I think I already know assuming, but are we going to see some diversity. This is representing a unit that has no operational area, because its on a global scale. Can we expect to see this in the maps we play? As well as the likely CQB settings of houses, offices, industrial areas, schools and public places?
Yes there will be plenty of diversity. There will be locations all over the world.... think R6 in this respect. ;)

 

And now some art.

We have a few art assets that has been around for a while, so I thought it a good time to start updating some things. Ground Branch will have frag, smoke and flashbang grenades.... even with various colors of smoke.

 

grenades

Read this story on GroundBranch.com