For this initial improvement, we wanted to focus on consistency: making sure vaulting and mantling work consistently, work in a way that’s consistent across different obstacles, and work in a way that’s consistent with our tuning values so that we’re able to reliably control and tune these mechanics and know that the values we’re setting will correctly correspond to what we see in-game. - James, Gameplay Programmer
You’ll consistently vault over anything you can vault over and climb anything you can’t - and it’s now much more obvious which will happen before you actually do it. This should all improve consistency, reliability, and quality of the actions. - James, Gameplay Programmer
During these upgrades, the eyes were a key focus point, with increased sharpness in the textures but also improved shadows in the eyes. This adds an extra level of detail and realism to all in-game head models. - Luke, Junior Character Artist
To add a level of realism and help the eyes appear to be sunken into the eye socket, I created false shadows at the top of the eyes for all the heads. This is a very basic change that is very effective. - Luke, Junior Character Artist
To start, I created some measuring tools in order to correctly measure the eyes to the correct scale for the eye and eyeball, and then worked on scaling the eyes. The shape of the eyelids on some heads also received some adjustments to either create better symmetry, or create a more anatomically correct shape and proportion. - Luke, Junior Character Artist
To remove the hair and create the shaven head texture, I used the clone stamp and textures from the other in-game heads and pulled the Normal, Colour, Roughness and AO to create a shaven texture that matches the other in-game heads. - Luke, Junior Character Artist
I adjusted the mesh to be more anatomically correct. Changes were made to the head shape, as well as positions to the major landmarks of the face such as the ears, mouth and eyes. - Luke, Junior Character Artist
HLODs are a really cool bit of technology which makes it really cheap to render something, and if it's far enough away, it can look pretty close to what it would look like. But the creation of HLODs is tricky, it's very hard to get them to to look great, and is made harder with a more realistic looking game like Hell Let Loose.
It's basically a constant challenge for the tech art team to to balance creating these cheaper to render versions of geometry so this will still run at a decent frame rate on all of the hardware that we support, while not looking terrible - and it’s a time consuming process.
You will notice literally every single update the LODs will be improved in numerous different areas on all the maps, and this is one of those areas where I don't think we could, you know, within the next few years tackle every single part of every single level that exists and make them perfect - so if the community can basically let us know the worst offenders, they’ll go to the top of our priority list. - Kieran, Studio Technical Director
They actually recently reached out to us as they had themselves been looking into user reports of voice issues and have managed to identify that there was an issue with people who were using mobile-based
data networks for connecting to the game. There was a high chance that the VOIP basically stopped working and the connection would fail. That has been fixed in the latest SDK which we have updated for Patch 14.3. - Kieran, Studio Technical Director
We've typically had to make improvements and fixes and then wait for the next update to go live to then identify what is breaking. We are utilizing analytics to be able to identify issues, so it's a case of every single update we will spend some time sitting down and having a look at those analytics to go like, okay what's broken now, and then we can fix another thing, but again, typically we won't be able to reproduce that issue in our development environment so it becomes a case of making a fix and then the next update goes live we repeat the cycle. So, unfortunately, when it comes to this, it's currently quite a slow turnaround for us - but we do continue to work on it every single update. - Kieran, Studio Technical Director
The Bren absolutely should have a bipod. For someone who's been shown how to use a Bren gun by other historians, I can absolutely attest to bipod - the Bren needs a bipod. - Matt, Studio Creative Director
We'll do the same thing with the camo for those Vehicles [mentioned above] as well, so you'll be able to play North Africa with the correct uniforms, with historically accurate weapons and vehicles and armour, against the Germans with the German equivalent. What it will do, is it will make the theatres much more flavoursome and historically accurate, but much more thematic as a player, so that North Africa will feel very different, as it should, compared to say, Europe.
I hope that gives people some inclination of the commitment we have to making sure
that all the all the gear, all the toys, all the weapons, all the equipment you'll be
playing with, is 100% authentic and accurate. - Matt, Studio Creative Director
It’s an interesting one with Hell Let Loose, because of how Hell Let Loose classes it's different types of armour, you know, the Firefly historically is fundamentally the same chassis that's - for want of a better word - as a normal Sherman with a 75mm gun - it just has an almighty 17 pounder on it. So I'm gonna look into this especially when we do the Churchill, I'm going to look into the different game mechanic armour values of Hell Let Loose and how they work in relation to how they worked in WWII. - Matt, Studio Creative Director
The next sort of thing I have in my head is around self-propelled artillery pieces - so you get to drive the artillery around as if it were in a vehicle form and the vehicle has an artillery piece on it - and there are plenty of historical self-propelled artillery pieces as well and again, that creates a more interesting gameplay mechanic because they can physically move and maybe they're, depending on the piece that we're talking about, maybe the destruction ability of that piece could vary as well, so I think the the surmise of it is, as always with a lot of game development, there are a lot of things we want to try out and prototype and the way that we work is we'll have an idea - prototype it quickly - as soon as we think it's possible to run it in a PTE where it looks representative of the idea to see if it has legs, then we should do that and get feedback from the community.
Game development is a lot about iteration, so you you try something that could work, get some feedback, iterate, get some more feedback, and iterate and that's where you kind of find the magic in in the mechanics. I think it is very difficult to say on paper “this thing here will work 100% guaranteed” from my experiences and from the team's experience it's better to have a few different systems that we can try quickly and work out so there's lots of different options options to us but it's something 100% we want to look at. - Matt, Studio Creative Director
We may have a new type of Garrison. But I'm going to keep a little bit tight-lipped about it because I think there's a few development things that we've been experimenting with - and we've done some tests within the team that takes the good stuff out of the garrisons and maybe unhinges it from some of the frustrations people have with garrisons and we've done some prototypes and we had a system working that we're very excited about and that we will want to run it in a PTE.
When you’ve been playing the game for a while, you kind of get a feel for “I know there's going to be an enemy Garrison there” and that in itself can be quite a satisfying mechanic, but I don't think that should be the only mechanic within the garrison system. - Matt, Studio Creative Director
These are pieces of armour where the actual thickness of their armour is quite low, they're what I would call shoot and scoot type pieces - but they have a hell of a gun. This is where Hell Let Loose with it's Tiger, you know, we all know that there's a lot of myths about the pros and the cons of a Tiger tank - the fact that 90% of the time, they weren’t really capable of moving very far, often breaking down, but the Tiger, that sort of class of tank can dominate a battlefield and everyone just wants to be in that type of tank.
Where I want to get to, is where you can play in a Hellcat and it be a really fun and engaging experience and you understand the tactics of how to use that piece of armour, even though it's classed as a heavy or super heavy gun, but thin armour, so we need to think about armour in the entirety of World War II. - Matt, Studio Creative Director
I want to pick up the conversations that I initially started when I first came onboard, in terms of going “where can we support you?” and that might look like potential content calendars where we can feature upcoming tournaments and events and support those whether that's with promotion on our channels, or giveaways - DLC, game keys - that can help really drive traffic to these events. - WombatMedic, Community Manager
The server architecture on the base level is very similar, but in the environment, it’s very different and so it is looking at that and how do we get that to play nicely and is it possible, how do we do that. It's a lot of work basically, and we we want to look at doing that work, but it is - is there any quicker solutions we can do to help console players? Like being able to find maybe certain maps, maybe looking at certain game modes looking, at certain server populations, or how full a server is. We are looking at the longer term thing as well as short term on that, but it is a very tricky piece of work that needs a lot of thought putting into. - Adam, Senior Brand Manager
Ultimately, I think we do want to move towards having this browser, but that is going to take some time, it is far from trivial. This is something where the community can help guide us. We all want that, and we're working towards that, and we will get there, but if we acknowledge that it’s going to take some time - what can we do in the meantime to make your lives a little bit better? - Kieran, Studio Technical Director
That content will be PTE’d, it will be tested beforehand, and we will make sure that everybody is understanding of what's coming, what we’ve tried to do, and where it is, and some of that, it’s not going to be like next year - middle of next year sort of thing - we are looking at what can we bring to the community that's new content, while we're still making sure we do these major fixes first. - Adam, Senior Brand Manager