We Happy Few - Captain Scarlett
We just pushed out a hotfix that addresses some of the more glaring and frequently reported issues.

• Fix crash when consuming items while inventory is full.
• Fix crash when respawning a second time with permadeath off.
• Fix crash when accessing resolution list on certain multi-GPU configurations.
• Fix crash when starting game on certain Steam installations.
• Fix game mode information (Day & Time, Permadeath, Second Wind, Map status) getting reset on continue.
• Fix player getting stuck in conversation mode when loading if on the diary step of "If You Give a Pig a Pancake".
• Fix ghost not moving during "Walkabout".
• Improve pathfinding of hostile wastrels near "Where's the Power".
• Fix rare crash in video decoding.
• Fix rare crash when carrying corpses.
• Fix attempt for rare issue where terrain is invisible when continuing.
We Happy Few - Captain Scarlett
We just pushed out a hotfix that addresses some of the more glaring and frequently reported issues.

• Fix crash when consuming items while inventory is full.
• Fix crash when respawning a second time with permadeath off.
• Fix crash when accessing resolution list on certain multi-GPU configurations.
• Fix crash when starting game on certain Steam installations.
• Fix game mode information (Day & Time, Permadeath, Second Wind, Map status) getting reset on continue.
• Fix player getting stuck in conversation mode when loading if on the diary step of "If You Give a Pig a Pancake".
• Fix ghost not moving during "Walkabout".
• Improve pathfinding of hostile wastrels near "Where's the Power".
• Fix rare crash in video decoding.
• Fix rare crash when carrying corpses.
• Fix attempt for rare issue where terrain is invisible when continuing.
We Happy Few - contact@rockpapershotgun.com (Adam Smith)

We Happy Few [official site] is much less of a downer following a major update. The game, which is a fusion of crafting, survival and first-person narrative action adventure, was released into Early Access in July and my first experiences with it were disheartening. A short introduction has you control lead character Arthur Hastings at work, redacting history, and then escaping into the underground when the true nature of his colleagues and environment is revealed. He sees the truth when he stops taking his Joy, which is a more potent form of Huxley’s Soma, and swiftly ends up in the blitzed rubble at his home village’s outskirts with all the other downers.

On its initial release, I found the game as drab as Hasting’s surroundings.

… [visit site to read more]

We Happy Few - Captain Scarlett


Hi everyone,  

Yesterday, after 3 months of hard work, we released the Clockwork Update for We Happy Few! We hope that you have been enjoying it. It has been a tough update for us, because working on the same content for 3 months (as opposed to creating lots of new stuff!) is pretty draining, but we are much, much happier with how the build is performing. 

We’d also like to thank Clara (one of our new team members!) for doing such a great job on this update video:  

https://www.youtube.com/watch?v=63ssRHbJdNU&feature=youtu.be

So, now that we’ve got this out into the wild, it’s time to get back to business on creating new, fun and awesome stuff for you to play! Including, of course, the main story.

Art Team

Marc-André

Throughout this week, I've been working up on assets and staging of an exciting story location. However, since we don't want to spoil some of the game's surprises, I can't show anything artsy here pertaining to that. What I can show, though, is a side project I've been working on. I've been diving into MEL scripting and have been creating two custom pie menus for Autodesk Maya. Pie menus are user customizable UI elements that appear on screen. They allow the user to quickly access its tools and also, when custom scripting is involved, automate certain tasks.  

The first menu is primarily for modeling/UV use. It has various commands that make applying vertex colors on an object much more easier - and faster - than with built-in Maya tools.



The second pie menu is the biggest time saver though. It is used for baking the id, normals and ambient occlusion maps. By using a custom script I wrote, it automates the baking process by configuring the Turtle renderer parameters. Up to now, us environment artists had to manually reconfigure all of the settings each time we baked a new object - and some multiple times throughout the baking process. I can say that this tool easily makes us save ten if not more minutes per asset, which amounts to a whole lot when you consider the amount of assets that we go through each week. I do plan to add more features (and new pie menus) in the following weeks.

Emmanuel

Now that the new shelter is out, I can finally break my silence to show you what I worked on!







 I created a brand new modular trim and bevel material inspired by Sunset Overdrive’s ‘’Ultimate Trim’’ concept. This allows for really quick and fun modeling, kinda like playing with legos and help save a huge amount of time for creating customs modular environment assets.







QA Team

Stephanie

Hey Downers!  

♫ In the second week of December the team gave to me - a release candidate filled with 860+ fixed bugs, 380+ tasks completed, a couple boxes of doughnuts and at least one large glass of whisky ♫  

Since our major refactor, my main focus has been testing and verifying fixes with our previously fragile quest system (RIP Faraday's epic misadventures - 'nuff said).  

I want to thank everyone in the WHF community who have helped us track down various issues by emailing us, posting in the forums and uploading videos in the last few months - you guys rock!

Lee 

Greetings to all residents of Wellington Wells!  

This is my first entry for the weekly journals, but I’ve been with the team for a little over 2 months testing the game and helping to log as many issues as possible. Our goal with this most recent update is to give the community a much smoother gaming experience on both PC and Xbox One. This includes improvements to stability, general performance, save/load persistence and making sure the encounters currently in the game can be completed.  

While testing the refactoring of encounters and the new save system has been a challenge, these new systems will make introducing new content in the future go much more smoothly. As always, we love to hear what you think on the forums so we can improve the game, and your help in tracking down rare or difficult to reproduce issues is invaluable to us during early access.

I leave you with an example of what our day tends to look like on the QA team:



Design Team

Adam 

I have been working on another exercise. A Crafting RGD (rational game design). What I’m doing here is taking every craftable item in the game, and listing out the ingredients it requires. This gives me a great overview of how many of each type of ingredient I would possibly need to craft one of every type of item. Just on paper, we have already seen some balancing issues that needed to be taken care of (you’ll see a few of them in our next major release). This also tells me what ingredients I need most during the beginning, mid-game, and end-game.



There are a few other things I’m working on, but I’ll hold onto those until they are more fleshed out.  

Happy Holidays!

Animation Team

Vincent

Hallo! This week I’ve started to add some hand poses for NPCs. So far when they receive a gift, they just played an animation and the object usually went through the hand in a quite ugly way…  

Well, hand poses will improve that, Marc (Programmer) has finished the system last week and I’ll progressively add poses for each of the giftable objects! (Video coming next week) I’ve also worked on creating new animation for the final stage of the plagued wastrels. We might improve a few more things, but at least they kind of stand out more now… we’ll show you how it looks next week when the behaviour is fully integrated!  

(Meanwhile, the rest of the anim team is on secret missions involving cinematics and story, or so I’ve been told)

J.R. 

Hi! As Vincent said, a lot of what we're working out right now is a little bit secret. Basically on my side I've been touching up the introduction of our friend the mad scotsman! This week, I was making animations for some of the treacherous areas surrounding his residence. I’ve put in a small clip in the next animation video, watch your step!  

Thanks for tuning in!  

Compulsion Team

 
We Happy Few - Captain Scarlett


Hi everyone,  

Yesterday, after 3 months of hard work, we released the Clockwork Update for We Happy Few! We hope that you have been enjoying it. It has been a tough update for us, because working on the same content for 3 months (as opposed to creating lots of new stuff!) is pretty draining, but we are much, much happier with how the build is performing. 

We’d also like to thank Clara (one of our new team members!) for doing such a great job on this update video:  

https://www.youtube.com/watch?v=63ssRHbJdNU&feature=youtu.be

So, now that we’ve got this out into the wild, it’s time to get back to business on creating new, fun and awesome stuff for you to play! Including, of course, the main story.

Art Team

Marc-André

Throughout this week, I've been working up on assets and staging of an exciting story location. However, since we don't want to spoil some of the game's surprises, I can't show anything artsy here pertaining to that. What I can show, though, is a side project I've been working on. I've been diving into MEL scripting and have been creating two custom pie menus for Autodesk Maya. Pie menus are user customizable UI elements that appear on screen. They allow the user to quickly access its tools and also, when custom scripting is involved, automate certain tasks.  

The first menu is primarily for modeling/UV use. It has various commands that make applying vertex colors on an object much more easier - and faster - than with built-in Maya tools.



The second pie menu is the biggest time saver though. It is used for baking the id, normals and ambient occlusion maps. By using a custom script I wrote, it automates the baking process by configuring the Turtle renderer parameters. Up to now, us environment artists had to manually reconfigure all of the settings each time we baked a new object - and some multiple times throughout the baking process. I can say that this tool easily makes us save ten if not more minutes per asset, which amounts to a whole lot when you consider the amount of assets that we go through each week. I do plan to add more features (and new pie menus) in the following weeks.

Emmanuel

Now that the new shelter is out, I can finally break my silence to show you what I worked on!







 I created a brand new modular trim and bevel material inspired by Sunset Overdrive’s ‘’Ultimate Trim’’ concept. This allows for really quick and fun modeling, kinda like playing with legos and help save a huge amount of time for creating customs modular environment assets.







QA Team

Stephanie

Hey Downers!  

♫ In the second week of December the team gave to me - a release candidate filled with 860+ fixed bugs, 380+ tasks completed, a couple boxes of doughnuts and at least one large glass of whisky ♫  

Since our major refactor, my main focus has been testing and verifying fixes with our previously fragile quest system (RIP Faraday's epic misadventures - 'nuff said).  

I want to thank everyone in the WHF community who have helped us track down various issues by emailing us, posting in the forums and uploading videos in the last few months - you guys rock!

Lee 

Greetings to all residents of Wellington Wells!  

This is my first entry for the weekly journals, but I’ve been with the team for a little over 2 months testing the game and helping to log as many issues as possible. Our goal with this most recent update is to give the community a much smoother gaming experience on both PC and Xbox One. This includes improvements to stability, general performance, save/load persistence and making sure the encounters currently in the game can be completed.  

While testing the refactoring of encounters and the new save system has been a challenge, these new systems will make introducing new content in the future go much more smoothly. As always, we love to hear what you think on the forums so we can improve the game, and your help in tracking down rare or difficult to reproduce issues is invaluable to us during early access.

I leave you with an example of what our day tends to look like on the QA team:



Design Team

Adam 

I have been working on another exercise. A Crafting RGD (rational game design). What I’m doing here is taking every craftable item in the game, and listing out the ingredients it requires. This gives me a great overview of how many of each type of ingredient I would possibly need to craft one of every type of item. Just on paper, we have already seen some balancing issues that needed to be taken care of (you’ll see a few of them in our next major release). This also tells me what ingredients I need most during the beginning, mid-game, and end-game.



There are a few other things I’m working on, but I’ll hold onto those until they are more fleshed out.  

Happy Holidays!

Animation Team

Vincent

Hallo! This week I’ve started to add some hand poses for NPCs. So far when they receive a gift, they just played an animation and the object usually went through the hand in a quite ugly way…  

Well, hand poses will improve that, Marc (Programmer) has finished the system last week and I’ll progressively add poses for each of the giftable objects! (Video coming next week) I’ve also worked on creating new animation for the final stage of the plagued wastrels. We might improve a few more things, but at least they kind of stand out more now… we’ll show you how it looks next week when the behaviour is fully integrated!  

(Meanwhile, the rest of the anim team is on secret missions involving cinematics and story, or so I’ve been told)

J.R. 

Hi! As Vincent said, a lot of what we're working out right now is a little bit secret. Basically on my side I've been touching up the introduction of our friend the mad scotsman! This week, I was making animations for some of the treacherous areas surrounding his residence. I’ve put in a small clip in the next animation video, watch your step!  

Thanks for tuning in!  

Compulsion Team

 
We Happy Few

The dystopian don't-rock-the-boat simulator We Happy Few debuted on Steam Early Access over the summer, but the absence of a proper story and NPC behavior left the experience well short of its ambitions. The big Clockwork Update released today doesn't address all of those issues, but it does take a big step in the right direction by adding a new shelter for Arthur, the lead character, and a new "Conversation Mode" that ensures quests won't be broken because of bad NPC (or player) behavior. 

Prior to the update, it was easy to knock a quest off the rails by killing, or just walking away from, the NPC you were talking to, or by getting jumped mid-conversation by someone else. Now, engaging in conversation will isolate you and your chat buddy from the rest of the world while you're talking. "This means we can place better animation with the VO, and quest givers can’t be interrupted by other NPCs, or you, or them," developer Compulsion Games wrote in the patch notes. "The game won’t lose the plot as much any more, and it’ll be slightly better [and] more cinematic." 

Existing encounters have also been overhauled. "Previously, each level designer on the team had their own method of scripting things. But because all of this was different, if something broke, we couldn't repair it globally," the team explained in the update video. "This update introduces a new quest state system that allows us to streamline everything." That means fewer bugs, and also a faster and more robust save system, although there are apparently still a few oddities left to encounter, such as the inability to save in areas like the Mystery House. 

The update also makes a number of visual improvements to the world of Wellington Wells, improves idle NPC behavior, adds some new animations, and fixes various bugs. As updates go, it's a big one, but there is one downside: Existing saved games will not be compatible once it's installed. Such is the way with pre-release games.

Dec 8, 2016
We Happy Few - Captain Scarlett


Hi all,

It has been three months since our last game update and we are excited to announce that the wait is finally over! Today we are releasing the Clockwork Update on both PC and Xbox One!

We created a video which introduces the new changes present in the update. For a more detailed list of the changes, head down below to the patch notes!

https://www.youtube.com/watch?v=63ssRHbJdNU

This update introduces a number of technical systems that we’ll explain more below.  We also address the disconnect between the intro and the beginning of the game by implementing a new shelter, which shows how Arthur got to where he is.  There are also too many bug fixes to list, but we have listed a few of the major ones below.

We hope that this will provide a much higher quality experience to all players out there, and will allow us to focus more on new content and better gameplay moving forward.

PSA: Please be aware that due to the wholesale quest/save system changes, previous save games are incompatible.

Under The Hood

• Quest state system: Every encounter/quest in the game is now built using a new quest state system.  This system changes quest tracking from a scripting-based system to a code based system, where the game knows at all times exactly where you are in any given quest.  This makes it much simpler for us to create encounters, and also much more reliable.  We no longer need to have complicated scripts tracking save/quest/item situations, and instead can focus more on gameplay and making cool things.

• Improved save/load: The quest state system also ties into a new save system, which should allow for much more robust saving.  Please keep in mind that when you load a game you may find Arthur on a bench reading a paper.  Likewise there are some areas (eg the Mystery House) where you will no longer be able to save, as to do otherwise allows exploits and errors when completing encounters.  

• Faster save/load times: As a consequence of the new quest state/save systems, autosaving is now significantly faster, and loading is faster too.

• Conversation mode: When talking with an encounter NPC (eg someone with specific dialogue and purpose, rather than the systemic NPCs), you will now enter conversation mode.  Little black bars will come down around you, and you will effectively be isolated from the outside world while you talk to them.  This means we can place better animation with the VO, and quest givers can’t be interrupted by other NPCs, or you, or them.  Aka, the game won’t lose the plot as much any more, and it’ll be slightly better more cinematic.

• Puppet system: NPCs can now have highly scripted behaviour, instead of their normal systemic behaviour.  The puppet system allows us to remove their systemic brains and give them specific actions to do, rather than having the two systems fight (which led to all manner of crazy shit).

• Consistent map marker behaviour: Map markers should now be reliable and operate consistently. When you see an encounter, you will see an encounter marker to let you know that something is over there.  Once you are given the first stage of the quest, you will have encounter markers telling you where to go.

• Improvements to manual quest tracking and map markers.

Encounters

• New shelter!  Arthur now has a new starting shelter, which provides a cleaner and more streamlined introduction to the basics of crafting and combat.  

• Refactored encounters: The following encounters have been refactored by re-implementing them with the new puppet, conversation and quest state systems:
  •  If You Give a Pig a Pancake
  • Mushroom Log
  • Looks Like Rain
  • Biological Hazard
  • Fine Cuisine
  • It's A Terrible Life
  • Crazy Legs
  • Lovebirds
  • Blood in the Streets
  • House of Faraday
  • Walkabout
  • Moon Juice Leech
  • Campfire
  • Lilies of the Field
  • Bees
  • OD Wellie
  • Record Location 1
  • Record Location 3
  • Altar of the Yam
  • The Dollhouse
  • Cult of Jack
  • Hallucinogenic Salad
  • Wounded Wastrel
  • Mine! Mine! All Mine!
  • Bring Out Your Dead
  • Where's the Power
  • Public Works
  • Shibboleth
  • The Vandals Took the Handle
  • Altar of the Yam
  • Mystery House
  • Popped Popper
• Improved realization: Along the way, the following encounters have had their realization dramatically improved, by introducing better animation, better VO, better tool tips, better art, and/or working map markers:
  • Mysterious Chest
  • Mystery House
  • Doll House
  • Fine Cuisine
  • Biological Hazard
  • OD Wellie
  • Public Works
  • Mushroom Log
  • It's a Terrible Life
  • Where's the Power?
  • Walkabout
  • First Marriage
  • Hallucinogenic Salad
  • Green Thumb
  • Altar of the Yam
  • If You Give a Pig a Pancake
  • TV Altar
  • Campfire
  • Crazy Legs
  • House of Faraday
  • Popped Popper
  • Moon Juice Leech
• All encounters should now be completable.

• Faraday should no longer be capable of blocking your progression. This is so important that it deserves its own line in these notes.

• The House of Curious Behaviours and the bridges have not been refactored, but will be next time.

• Tea Time and Lovebirds have been removed for now, because they were not good enough.  We will rebuild them.  Better.  Faster.  Stronger.

• The can of grapefruit juice in White Tree Park can now be picked up.

Environments

• The houses in the Village of Hamlyn have been dramatically improved.

• Additional house variations in the Village are available.

• Village houses now have exterior signs to add a little bit more happiness to the environment.

• Archways and other decorative elements have been added to the Village.

Animation

• Integration of “Turn in Place” animations. In certain AI states, the NPC will play an animation to face the player instead of sliding.

• New corpse interaction animations for picking up, dropping and throwing corpses.

• Added interaction animations for trap controls when using the trap disarm tool and polarity device.

• More talking animations for encounters. Mostly to fit new initial postures, like sitting on the ground, sitting on benches, laying down, etc.

• Improved sitting animations for certain NPCs. They now pull the chair out and slide it back in.

Allows us to compact the chairs and tables closer to each other for more room around these objects.

• New two-handed combat animations for NPCs for cricket bats, shovels, etc.

• Added down-to-up melee animations for the player, for more variation with one-handed weapons.

• New base animations for plagued wastrels (walking, idle, etc).

UI/HUD

• Throw/Drop corpse interactions switched.

• Aim acceleration settings are now saved.

Gameplay

• NPCs now have a very short delay window between when you walk into their line of sight, and when they notice you.  This means stealth is now more forgiving, and more viable.

• Histoplasma mushrooms now have a (temp!) visual effect, and are required to enter certain areas.  Take a look around for clues.

• The Advanced Electro Lock Shocker should now operate on any lower tier objects.

• The materials required to craft certain items have been generally reduced. 

Bug Fixes

• Low spec PCs should no longer crash every 10-15 minutes.

• Various crash fixes.

• Floor materials have been mostly corrected across the entire game, so the correct footstep sounds should occur.

• Too many quest/encounter bugs fixed to list here.  At this point, we have very few known bugs that block progression, and some minor ones relating to animation etc.

• The game should no longer reset to day 1 randomly.

• Looted pickups no longer reappear after save/load.

• It is now safe to place items in containers other than the personal safe.

• Items dropped on ground will be deleted after save load.

• The final island now always appears.

Thanks for tuning in! 

Compulsion Team
Dec 8, 2016
We Happy Few - Captain Scarlett


Hi all,

It has been three months since our last game update and we are excited to announce that the wait is finally over! Today we are releasing the Clockwork Update on both PC and Xbox One!

We created a video which introduces the new changes present in the update. For a more detailed list of the changes, head down below to the patch notes!

https://www.youtube.com/watch?v=63ssRHbJdNU

This update introduces a number of technical systems that we’ll explain more below.  We also address the disconnect between the intro and the beginning of the game by implementing a new shelter, which shows how Arthur got to where he is.  There are also too many bug fixes to list, but we have listed a few of the major ones below.

We hope that this will provide a much higher quality experience to all players out there, and will allow us to focus more on new content and better gameplay moving forward.

PSA: Please be aware that due to the wholesale quest/save system changes, previous save games are incompatible.

Under The Hood

• Quest state system: Every encounter/quest in the game is now built using a new quest state system.  This system changes quest tracking from a scripting-based system to a code based system, where the game knows at all times exactly where you are in any given quest.  This makes it much simpler for us to create encounters, and also much more reliable.  We no longer need to have complicated scripts tracking save/quest/item situations, and instead can focus more on gameplay and making cool things.

• Improved save/load: The quest state system also ties into a new save system, which should allow for much more robust saving.  Please keep in mind that when you load a game you may find Arthur on a bench reading a paper.  Likewise there are some areas (eg the Mystery House) where you will no longer be able to save, as to do otherwise allows exploits and errors when completing encounters.  

• Faster save/load times: As a consequence of the new quest state/save systems, autosaving is now significantly faster, and loading is faster too.

• Conversation mode: When talking with an encounter NPC (eg someone with specific dialogue and purpose, rather than the systemic NPCs), you will now enter conversation mode.  Little black bars will come down around you, and you will effectively be isolated from the outside world while you talk to them.  This means we can place better animation with the VO, and quest givers can’t be interrupted by other NPCs, or you, or them.  Aka, the game won’t lose the plot as much any more, and it’ll be slightly better more cinematic.

• Puppet system: NPCs can now have highly scripted behaviour, instead of their normal systemic behaviour.  The puppet system allows us to remove their systemic brains and give them specific actions to do, rather than having the two systems fight (which led to all manner of crazy shit).

• Consistent map marker behaviour: Map markers should now be reliable and operate consistently. When you see an encounter, you will see an encounter marker to let you know that something is over there.  Once you are given the first stage of the quest, you will have encounter markers telling you where to go.

• Improvements to manual quest tracking and map markers.

Encounters

• New shelter!  Arthur now has a new starting shelter, which provides a cleaner and more streamlined introduction to the basics of crafting and combat.  

• Refactored encounters: The following encounters have been refactored by re-implementing them with the new puppet, conversation and quest state systems:
  •  If You Give a Pig a Pancake
  • Mushroom Log
  • Looks Like Rain
  • Biological Hazard
  • Fine Cuisine
  • It's A Terrible Life
  • Crazy Legs
  • Lovebirds
  • Blood in the Streets
  • House of Faraday
  • Walkabout
  • Moon Juice Leech
  • Campfire
  • Lilies of the Field
  • Bees
  • OD Wellie
  • Record Location 1
  • Record Location 3
  • Altar of the Yam
  • The Dollhouse
  • Cult of Jack
  • Hallucinogenic Salad
  • Wounded Wastrel
  • Mine! Mine! All Mine!
  • Bring Out Your Dead
  • Where's the Power
  • Public Works
  • Shibboleth
  • The Vandals Took the Handle
  • Altar of the Yam
  • Mystery House
  • Popped Popper
• Improved realization: Along the way, the following encounters have had their realization dramatically improved, by introducing better animation, better VO, better tool tips, better art, and/or working map markers:
  • Mysterious Chest
  • Mystery House
  • Doll House
  • Fine Cuisine
  • Biological Hazard
  • OD Wellie
  • Public Works
  • Mushroom Log
  • It's a Terrible Life
  • Where's the Power?
  • Walkabout
  • First Marriage
  • Hallucinogenic Salad
  • Green Thumb
  • Altar of the Yam
  • If You Give a Pig a Pancake
  • TV Altar
  • Campfire
  • Crazy Legs
  • House of Faraday
  • Popped Popper
  • Moon Juice Leech
• All encounters should now be completable.

• Faraday should no longer be capable of blocking your progression. This is so important that it deserves its own line in these notes.

• The House of Curious Behaviours and the bridges have not been refactored, but will be next time.

• Tea Time and Lovebirds have been removed for now, because they were not good enough.  We will rebuild them.  Better.  Faster.  Stronger.

• The can of grapefruit juice in White Tree Park can now be picked up.

Environments

• The houses in the Village of Hamlyn have been dramatically improved.

• Additional house variations in the Village are available.

• Village houses now have exterior signs to add a little bit more happiness to the environment.

• Archways and other decorative elements have been added to the Village.

Animation

• Integration of “Turn in Place” animations. In certain AI states, the NPC will play an animation to face the player instead of sliding.

• New corpse interaction animations for picking up, dropping and throwing corpses.

• Added interaction animations for trap controls when using the trap disarm tool and polarity device.

• More talking animations for encounters. Mostly to fit new initial postures, like sitting on the ground, sitting on benches, laying down, etc.

• Improved sitting animations for certain NPCs. They now pull the chair out and slide it back in.

Allows us to compact the chairs and tables closer to each other for more room around these objects.

• New two-handed combat animations for NPCs for cricket bats, shovels, etc.

• Added down-to-up melee animations for the player, for more variation with one-handed weapons.

• New base animations for plagued wastrels (walking, idle, etc).

UI/HUD

• Throw/Drop corpse interactions switched.

• Aim acceleration settings are now saved.

Gameplay

• NPCs now have a very short delay window between when you walk into their line of sight, and when they notice you.  This means stealth is now more forgiving, and more viable.

• Histoplasma mushrooms now have a (temp!) visual effect, and are required to enter certain areas.  Take a look around for clues.

• The Advanced Electro Lock Shocker should now operate on any lower tier objects.

• The materials required to craft certain items have been generally reduced. 

Bug Fixes

• Low spec PCs should no longer crash every 10-15 minutes.

• Various crash fixes.

• Floor materials have been mostly corrected across the entire game, so the correct footstep sounds should occur.

• Too many quest/encounter bugs fixed to list here.  At this point, we have very few known bugs that block progression, and some minor ones relating to animation etc.

• The game should no longer reset to day 1 randomly.

• Looted pickups no longer reappear after save/load.

• It is now safe to place items in containers other than the personal safe.

• Items dropped on ground will be deleted after save load.

• The final island now always appears.

Thanks for tuning in! 

Compulsion Team
We Happy Few - Captain Scarlett


Hi everyone,  

December is finally upon us, closing what we think we can all call, a crazy year. This isn’t the last weekly journal, as we still have a few weeks before Christmas break and the final update of the year coming up on December 8.  
The team has been working this week on Xbox One optimization and lots of behind the scenes story work. When we integrated Unreal 4.13, a bunch of our previous optimizations were overwritten by default Unreal code, meaning that our programming team is slowly piecing things back together. Likewise our level design team has effectively built out Arthur’s story, and while we can’t talk too much about that yet (for obvious reasons), it’s great to see the story and gameplay missions taking shape.  

Without further ado.

Audio Team

Chris 

I made a video this week showing the new music system! This is a procedural system that allows the music to remain seamless across a range of different states - suspicion, combat, on joy, off joy, etc. It’s pretty cool, and allows for significantly more variation so you won’t be listening to the same thing nearly as often.

https://www.youtube.com/watch?v=77yo37WA1yY&feature=youtu.be


Narrative Team

Lisa

You already know you should be taking your Joy. But where does Joy come from? Who invented it? What’s in it?  

I’ve been working this week on environmental narrative that will reveal the secret history of Joy, if you look carefully through the environments. The Compulsion team had an existing idea about the origin of Joy, but a writer’s job is to make sure we’re telling the most interesting, yet “true” possibility. So I’ve been noodling various ideas: Was it a military experiment? A witch’s spell recipe? Crackpot 19th century brain science concoctions? A WW1 herbal remedy for shellshock? Or something else? It looks as though we’ll end up going with our original idea, but enriched from playing around with the other possibilities.  

I’ve also been working on environmental narrative that will tell you what caused the nasty, phlegmy plague the Wastrels are always coughing on you. The answer is inspired by the real-life Great Fog of 1952 (which I learned about from an episode of THE CROWN), combined with someone doing Something Naughty. Don’t you want to know who? Of course you do!

Design Team

Adam

This week, I have been working on some secret story stuff which I can’t mention just yet, but I can mention that I have been adjusting some values for recipes. For example: creating a Torn Suit used to cost a Proper Suit. To me, this was crazy. So I made it cost 1 sewing kit and 3 cloth scraps instead, so we can create the base level suit from scratch.  

I have also been looking at the global blueprint of the game, and seeing which quests go where, and which ingredients are from which zone, etc. This is an important step in balancing the game, and is part of a process called Rational Level Design. The idea is that we’ll be able to spread things out and review the pacing of the game just by looking at it on paper, so that there is a good balance of content, difficulty, etc and everything makes sense where it is. One example of this is the Sunshine Pill recipe. It used to require 2 rotten mushrooms to craft. Looking at the Blueprint, we realized that there were only a handful of rotten mushrooms even available. So, now it requires 1.

Art Team

Guillaume 

Hi everyone!  

This week I’ve been working on a new location with Marc-André, making props and learning to do more modular assets such as railings and marble floor.  

I’ve also finished implementing the cannon I’ve made in the old fountain scene and added some plants to give it more the look of an abandoned place.





Have a good weekend!

Marc-André

This week, I worked on the pubs and their upstairs apartments.  



The pub will act as a shopkeeper, and a hub for a few encounters. We’re arting it up now as we have some time while the level designers finish up on story, so that they’ll have a cool environment to play around in when they jump back onto encounters.

Thanks for tuning in!

Compulsion Team

 
We Happy Few - Captain Scarlett


Hi everyone,  

December is finally upon us, closing what we think we can all call, a crazy year. This isn’t the last weekly journal, as we still have a few weeks before Christmas break and the final update of the year coming up on December 8.  
The team has been working this week on Xbox One optimization and lots of behind the scenes story work. When we integrated Unreal 4.13, a bunch of our previous optimizations were overwritten by default Unreal code, meaning that our programming team is slowly piecing things back together. Likewise our level design team has effectively built out Arthur’s story, and while we can’t talk too much about that yet (for obvious reasons), it’s great to see the story and gameplay missions taking shape.  

Without further ado.

Audio Team

Chris 

I made a video this week showing the new music system! This is a procedural system that allows the music to remain seamless across a range of different states - suspicion, combat, on joy, off joy, etc. It’s pretty cool, and allows for significantly more variation so you won’t be listening to the same thing nearly as often.

https://www.youtube.com/watch?v=77yo37WA1yY&feature=youtu.be


Narrative Team

Lisa

You already know you should be taking your Joy. But where does Joy come from? Who invented it? What’s in it?  

I’ve been working this week on environmental narrative that will reveal the secret history of Joy, if you look carefully through the environments. The Compulsion team had an existing idea about the origin of Joy, but a writer’s job is to make sure we’re telling the most interesting, yet “true” possibility. So I’ve been noodling various ideas: Was it a military experiment? A witch’s spell recipe? Crackpot 19th century brain science concoctions? A WW1 herbal remedy for shellshock? Or something else? It looks as though we’ll end up going with our original idea, but enriched from playing around with the other possibilities.  

I’ve also been working on environmental narrative that will tell you what caused the nasty, phlegmy plague the Wastrels are always coughing on you. The answer is inspired by the real-life Great Fog of 1952 (which I learned about from an episode of THE CROWN), combined with someone doing Something Naughty. Don’t you want to know who? Of course you do!

Design Team

Adam

This week, I have been working on some secret story stuff which I can’t mention just yet, but I can mention that I have been adjusting some values for recipes. For example: creating a Torn Suit used to cost a Proper Suit. To me, this was crazy. So I made it cost 1 sewing kit and 3 cloth scraps instead, so we can create the base level suit from scratch.  

I have also been looking at the global blueprint of the game, and seeing which quests go where, and which ingredients are from which zone, etc. This is an important step in balancing the game, and is part of a process called Rational Level Design. The idea is that we’ll be able to spread things out and review the pacing of the game just by looking at it on paper, so that there is a good balance of content, difficulty, etc and everything makes sense where it is. One example of this is the Sunshine Pill recipe. It used to require 2 rotten mushrooms to craft. Looking at the Blueprint, we realized that there were only a handful of rotten mushrooms even available. So, now it requires 1.

Art Team

Guillaume 

Hi everyone!  

This week I’ve been working on a new location with Marc-André, making props and learning to do more modular assets such as railings and marble floor.  

I’ve also finished implementing the cannon I’ve made in the old fountain scene and added some plants to give it more the look of an abandoned place.





Have a good weekend!

Marc-André

This week, I worked on the pubs and their upstairs apartments.  



The pub will act as a shopkeeper, and a hub for a few encounters. We’re arting it up now as we have some time while the level designers finish up on story, so that they’ll have a cool environment to play around in when they jump back onto encounters.

Thanks for tuning in!

Compulsion Team

 
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