Miscreated - Jenilya
Happy New Year, everyone! I want to share some images with you of new stuff going into the game soon. Enjoy!













Miscreated - Jenilya
Happy New Year, everyone! I want to share some images with you of new stuff going into the game soon. Enjoy!













Miscreated - Miscreated
You can view the complete patch notes on our forums at: http://miscreatedgame.com/forums/showthread.php?2547-Experimental-Patch-9-12-24-2015

Happy Holidays!

This patch is currently only running on one server in a debug environment. If it works well, we'll push it out to a couple of other servers shortly.

Hello everyone! We are dropping our latest build on the experimental server for everyone to try. Keep in mind, this is the experimental build, so this is everything’s first iteration into the game. If you need help accessing the experimental build, please follow these steps.

  • Go to your Steam Library.
  • Find Miscreated and right click on it.
  • Select Properties.
  • Go to the Betas tab.
  • You will see a drop down box labeled, “Select the beta you would like to opt into:”
  • Click the drop down arrow and select, “Experimental”
  • Click “Close” on the bottom right of the window.
  • Miscreated should began downloading the build.
  • To change back follow the same steps, but for the opt in box select “NONE”.

We wanted to focus on getting some content in this time around for players. We have been working with CryTek on the server connectivity problems, it is something in the networking layer on the CryEngine which we do not have full access to under our license. So it has been difficult for us to fully correct the problem, we are still looking for a workaround. It is on the top of the priority list and we know it is a massive problem that needs addressed

Weapons

12 -Gauge Shotgun
Lay waste to the armies of mutants with this boomstick. This top of the line shotgun features a walnut stock, cobalt blue steel, and a hair trigger. You got that!? Good. It features two ammunition types, slugs and pellets. Slugs are a single projectile that is accurate and more effective over range. Pellets are a spread, classic shotgun ammo, that are extremely deadly at close range but lack stopping power over distance.

Note: The shotgun's sounds are still a work in progress.

Police Baton
Exercise some excessive force with this standard issue police baton!

Lug Wrench
Whether you’re changing tires, or changing your opponent’s thoughts about messing with you. This handy lug wrench is sure to crack some skulls.

Hunting Knife and Survival Knife
Both of these knives will serve you well in your vie for survival. High-quality stainless steel with a carbon handle, definitely a strong friend in a close engagement. Note: Knife animations are still a work in progress, they are very standard right now.

Items

  • 6 new food/drink items. Yummy!
  • Items required for the generator to work (some of them are very heavy, so free up a lot of space in your inventory)
  • Reintroduced Anti-Radiation Pills (usable item now)
  • Increased FOV of the flashlight

Sounds

  • Fridges have new sound effects
  • Updated sounds for wood and metal doors

Environment


  • Procedural vegetation added. This is the first time use of the grass in-game, so bare with us through any hiccups with the system. This is a new feature from the CryEngine for us to try, this will help with performance by freeing up hand-placed grass, in place of procedurally generated grass.
  • Due to us being able to eventually remove almost 4 million instances of hand placed grassed (we've removed almost 2 million so far), this will help free up a lot of memory and increase performance. The replacement process is still ongoing, so not all of the original grass has been converted for this update.
  • Medium-sized cave added. Might want to bring a few of those anti-rad pills with you, and search well to find it.
  • New multi-story industrial warehouse building in Woodhaven. Interior is still a work in progress!

Fixes/Bugs

  • [Fixed] Zooming into weapon from third person while using freelook.
  • [Fixed] Procedural vegetation should have corrected most instances of floating grass.
  • [Fixed] Floating refrigerator.

Known Issues

  • [WIP] Some generator part models are still being developed.
  • [Animation/WIP] Knives currently use Hatchet attack animations.
  • [Bug] During some Shotgun animations, you can see a white shell model that does not go away.
  • [WIP] New warehouse building still has some minor modeling issues being worked on.
  • [Bug] The shotgun's pump action sounds like it playing twice.
  • [WIP] Some of the new inventory items have placeholder icons, they are still being created.
  • [Bug] Lights, including the flashlight, are not as bright at night as during the day - Crytek bug.
  • [Bug] Need better feedback for when an item is too heavy to carry


Experimental Features

Generator Added
The generator is very much still a work in progress. We have a UI in place for it, and it functions in editor testing environment, as well the internal testing. This will be the first time testing in a public multi-player environment. We would appreciate any feedback about it!

This is the first interactable object we added to the game, which is why it took the time it did to get it working. Now that it is in place and functioning, we can start exploring opportunities to add powered devices. It will find uses in base building when we add the crafting system, and you can use it to power contraptions around your base. Such as lights, electronic doors, or even traps.
Miscreated - Entrada Interactive
You can view the complete patch notes on our forums at: http://miscreatedgame.com/forums/showthread.php?2547-Experimental-Patch-9-12-24-2015

Happy Holidays!

This patch is currently only running on one server in a debug environment. If it works well, we'll push it out to a couple of other servers shortly.

Hello everyone! We are dropping our latest build on the experimental server for everyone to try. Keep in mind, this is the experimental build, so this is everything’s first iteration into the game. If you need help accessing the experimental build, please follow these steps.

  • Go to your Steam Library.
  • Find Miscreated and right click on it.
  • Select Properties.
  • Go to the Betas tab.
  • You will see a drop down box labeled, “Select the beta you would like to opt into:”
  • Click the drop down arrow and select, “Experimental”
  • Click “Close” on the bottom right of the window.
  • Miscreated should began downloading the build.
  • To change back follow the same steps, but for the opt in box select “NONE”.

We wanted to focus on getting some content in this time around for players. We have been working with CryTek on the server connectivity problems, it is something in the networking layer on the CryEngine which we do not have full access to under our license. So it has been difficult for us to fully correct the problem, we are still looking for a workaround. It is on the top of the priority list and we know it is a massive problem that needs addressed

Weapons

12 -Gauge Shotgun
Lay waste to the armies of mutants with this boomstick. This top of the line shotgun features a walnut stock, cobalt blue steel, and a hair trigger. You got that!? Good. It features two ammunition types, slugs and pellets. Slugs are a single projectile that is accurate and more effective over range. Pellets are a spread, classic shotgun ammo, that are extremely deadly at close range but lack stopping power over distance.

Note: The shotgun's sounds are still a work in progress.

Police Baton
Exercise some excessive force with this standard issue police baton!

Lug Wrench
Whether you’re changing tires, or changing your opponent’s thoughts about messing with you. This handy lug wrench is sure to crack some skulls.

Hunting Knife and Survival Knife
Both of these knives will serve you well in your vie for survival. High-quality stainless steel with a carbon handle, definitely a strong friend in a close engagement. Note: Knife animations are still a work in progress, they are very standard right now.

Items

  • 6 new food/drink items. Yummy!
  • Items required for the generator to work (some of them are very heavy, so free up a lot of space in your inventory)
  • Reintroduced Anti-Radiation Pills (usable item now)
  • Increased FOV of the flashlight

Sounds

  • Fridges have new sound effects
  • Updated sounds for wood and metal doors

Environment


  • Procedural vegetation added. This is the first time use of the grass in-game, so bare with us through any hiccups with the system. This is a new feature from the CryEngine for us to try, this will help with performance by freeing up hand-placed grass, in place of procedurally generated grass.
  • Due to us being able to eventually remove almost 4 million instances of hand placed grassed (we've removed almost 2 million so far), this will help free up a lot of memory and increase performance. The replacement process is still ongoing, so not all of the original grass has been converted for this update.
  • Medium-sized cave added. Might want to bring a few of those anti-rad pills with you, and search well to find it.
  • New multi-story industrial warehouse building in Woodhaven. Interior is still a work in progress!

Fixes/Bugs

  • [Fixed] Zooming into weapon from third person while using freelook.
  • [Fixed] Procedural vegetation should have corrected most instances of floating grass.
  • [Fixed] Floating refrigerator.

Known Issues

  • [WIP] Some generator part models are still being developed.
  • [Animation/WIP] Knives currently use Hatchet attack animations.
  • [Bug] During some Shotgun animations, you can see a white shell model that does not go away.
  • [WIP] New warehouse building still has some minor modeling issues being worked on.
  • [Bug] The shotgun's pump action sounds like it playing twice.
  • [WIP] Some of the new inventory items have placeholder icons, they are still being created.
  • [Bug] Lights, including the flashlight, are not as bright at night as during the day - Crytek bug.
  • [Bug] Need better feedback for when an item is too heavy to carry


Experimental Features

Generator Added
The generator is very much still a work in progress. We have a UI in place for it, and it functions in editor testing environment, as well the internal testing. This will be the first time testing in a public multi-player environment. We would appreciate any feedback about it!

This is the first interactable object we added to the game, which is why it took the time it did to get it working. Now that it is in place and functioning, we can start exploring opportunities to add powered devices. It will find uses in base building when we add the crafting system, and you can use it to power contraptions around your base. Such as lights, electronic doors, or even traps.
Dec 21, 2014
Miscreated - Jenilya
Maybe with a little bit of work, you can use this to power some stuff?

Dec 21, 2014
Miscreated - Jenilya
Maybe with a little bit of work, you can use this to power some stuff?

Miscreated - Jenilya
Hello everyone.

This week we are going to be putting up a new build on our experimental branch. It is going to feature a lot of new stuff. We will be trying some performance optimizations, the new procedural vegetation, new weapons, etc… We will be looking to test system performance, and weapon balance/performance. As always we are happy to hear your feedback on the build, it helps us test it before pushing live.

We will post a full list of features when we release it this week.
Miscreated - Jenilya
Hello everyone.

This week we are going to be putting up a new build on our experimental branch. It is going to feature a lot of new stuff. We will be trying some performance optimizations, the new procedural vegetation, new weapons, etc… We will be looking to test system performance, and weapon balance/performance. As always we are happy to hear your feedback on the build, it helps us test it before pushing live.

We will post a full list of features when we release it this week.
Miscreated - Jenilya
As Jen mentioned yesterday, we wanted to do another development update to inform everyone of the progress of the game, and the company as well. To start off, I'll explain what the company has been doing, for those of you that may be interested, and then we'll delve into the game update itself.

Company Information

As some of you may be aware, we've had many people working on the game over the past couple of years. Some of the team members have already passed their two-year mark of working on the game, while several others are a lot newer to the team. The game started out originally just as a level for Cryengine, titled Canyonlands, but it was quickly decided to turn it into an actual game as the team expanded and we learned more about Cryengine itself. Because of the way the game originated and evolved there was never any signed contracts set up with the team from the start - the contracts were essentially just Skype chat messages saying that the team members would be paid at a future point when the game went up for sale. So, because of that, over the past few weeks we've been finalizing all of the agreements with the team members, which involved a lot of time with attorneys, and we're now ready to push forward with the game again. With the contracts now in place, several of the team members started working on the game full-time this week, which should really help us now to evolve the game more rapidly. We still find it interesting, and sort of humorous, that nobody on the team has ever met each other in real life. All of the team members are all still working from their homes. At some future point we'll get to meet each other, and I'm sure it will be both fascinating and a bit awkward at the same time.

We are also actively looking for several more people to join the team!

The company has also been investing in professional level tools for the team members to use, which should really help to make all us more coordinated now - source code control system, issue tracking system, documentation system, customer service system, etc. Unfortunately, setting all of the systems up and migrating to them has cost us time that we could have been working on the game instead, but with those systems in place we are now able to completely focus on the game once again and really start making some progress.

With that out of the way, now it's time to talk about the game!

Map Expansion

One issue we've always had with the map is the sheer number of vegetation objects on it. We had to place all grass by hand, which was causing a lot of stress on performance - memory, processing power, and loading times. We were just short of 4 million instances of one of the grass models, for example. It was to the point that we really couldn't expand the map much more because we would have needed to add many millions more instances of grass. Luckily, Crytek heard our pleas for help, and the groans of our customers, and added support for procedural vegetation. In the patch Crytek released yesterday, we can now start using procedural vegetation for all of the small, non-gameplay related vegetation - grass, flowers, small rocks, and more. All of the trees, bushes, and anything that could impact gameplay will still be hand-placed and will be just fine from a performance stand point. All of the new areas will start using procedural vegetation, and we'll also go back and start updating the currently released areas to use procedural vegetation as well, so we can get rid of all the hand-placed grass where it make sense.

In addition to the current, small cave on the map we released a couple of weeks ago as a teaser, we'll be adding a lot more caves. They will be dotted across the map, large and small for you all to explore. These caves will serve as a nice backdrop, base, or source of loot. You'll need to search really well to find some of them.

Weapons

Over the past weeks the team has been working on some new weapons. These will include more melee weapons, rifles, a shotgun, and a pistol. See the images at the end of this update for images of some of them. A couple of them are very close to being ready, so we'll add them in updates as quickly as we can, and then we'll continue to add more and more weapons, and different types of weapons, as often as we get them done. Some will even be crafted.

Crafting/Base Building

The crafting and base building is still planned to be partially released soon. It had to take a back seat to getting the early server issues addressed.

Anti-Cheat

So far we have done away with a lot of the cheaters, but there's always more we can do! We have been talking with a third-party anti-cheat solution about implementing their anti-cheat service. We are very impressed with their system and think it will do really well for Miscreated. Having a third-party handling this will take a lot of work off of us, and allow us to focus more on the game development itself. We'll have more information on this in the next couple of weeks.

.223 Caliber Rifle


AT-12 Shotgun (12-gauge, multiple ammo types)


Survival Knife


Check the forum post for links to larger versions of the images.
Miscreated - Jenilya
As Jen mentioned yesterday, we wanted to do another development update to inform everyone of the progress of the game, and the company as well. To start off, I'll explain what the company has been doing, for those of you that may be interested, and then we'll delve into the game update itself.

Company Information

As some of you may be aware, we've had many people working on the game over the past couple of years. Some of the team members have already passed their two-year mark of working on the game, while several others are a lot newer to the team. The game started out originally just as a level for Cryengine, titled Canyonlands, but it was quickly decided to turn it into an actual game as the team expanded and we learned more about Cryengine itself. Because of the way the game originated and evolved there was never any signed contracts set up with the team from the start - the contracts were essentially just Skype chat messages saying that the team members would be paid at a future point when the game went up for sale. So, because of that, over the past few weeks we've been finalizing all of the agreements with the team members, which involved a lot of time with attorneys, and we're now ready to push forward with the game again. With the contracts now in place, several of the team members started working on the game full-time this week, which should really help us now to evolve the game more rapidly. We still find it interesting, and sort of humorous, that nobody on the team has ever met each other in real life. All of the team members are all still working from their homes. At some future point we'll get to meet each other, and I'm sure it will be both fascinating and a bit awkward at the same time.

We are also actively looking for several more people to join the team!

The company has also been investing in professional level tools for the team members to use, which should really help to make all us more coordinated now - source code control system, issue tracking system, documentation system, customer service system, etc. Unfortunately, setting all of the systems up and migrating to them has cost us time that we could have been working on the game instead, but with those systems in place we are now able to completely focus on the game once again and really start making some progress.

With that out of the way, now it's time to talk about the game!

Map Expansion

One issue we've always had with the map is the sheer number of vegetation objects on it. We had to place all grass by hand, which was causing a lot of stress on performance - memory, processing power, and loading times. We were just short of 4 million instances of one of the grass models, for example. It was to the point that we really couldn't expand the map much more because we would have needed to add many millions more instances of grass. Luckily, Crytek heard our pleas for help, and the groans of our customers, and added support for procedural vegetation. In the patch Crytek released yesterday, we can now start using procedural vegetation for all of the small, non-gameplay related vegetation - grass, flowers, small rocks, and more. All of the trees, bushes, and anything that could impact gameplay will still be hand-placed and will be just fine from a performance stand point. All of the new areas will start using procedural vegetation, and we'll also go back and start updating the currently released areas to use procedural vegetation as well, so we can get rid of all the hand-placed grass where it make sense.

In addition to the current, small cave on the map we released a couple of weeks ago as a teaser, we'll be adding a lot more caves. They will be dotted across the map, large and small for you all to explore. These caves will serve as a nice backdrop, base, or source of loot. You'll need to search really well to find some of them.

Weapons

Over the past weeks the team has been working on some new weapons. These will include more melee weapons, rifles, a shotgun, and a pistol. See the images at the end of this update for images of some of them. A couple of them are very close to being ready, so we'll add them in updates as quickly as we can, and then we'll continue to add more and more weapons, and different types of weapons, as often as we get them done. Some will even be crafted.

Crafting/Base Building

The crafting and base building is still planned to be partially released soon. It had to take a back seat to getting the early server issues addressed.

Anti-Cheat

So far we have done away with a lot of the cheaters, but there's always more we can do! We have been talking with a third-party anti-cheat solution about implementing their anti-cheat service. We are very impressed with their system and think it will do really well for Miscreated. Having a third-party handling this will take a lot of work off of us, and allow us to focus more on the game development itself. We'll have more information on this in the next couple of weeks.

.223 Caliber Rifle


AT-12 Shotgun (12-gauge, multiple ammo types)


Survival Knife


Check the forum post for links to larger versions of the images.
...

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