Hell Let Loose - Sriracha
Hey everyone,

It's time for Dev Brief #103!

With Update 8 just around the corner, we want to make sure we communicate some key new features and changes :)


Hand Carried Supply Crates

The Support role has been overhauled to now replace the current “build the box” mechanic with a hand-carried supply box. We’ve often felt that it’s important that one of the key gameplay loops in the game - building Garrisons - was able to be achieved with an infantryman - and that the entire team does not solely rely on a truck delivery.

This was done for many reasons - the key one being that a single player flipping a truck could lead to the entire capitulation of the front line and the loss of the game. Often, when designing Hell Let Loose we want to distribute total responsibility for victory or defeat across a large array of roles - as this way the success of a team is shared by the entire team - not just balanced on the actions of a single player. This places greater emphasis on team cohesion, as opposed to just having a singularly good player in the key role.

Now that Support is able to carry supply boxes, we’ve reduced the total number of supplies in them to 50. This is enough to build a Garrison or Resource Node, but not enough to fully construct the large scale defenses that we’re adding in Update 8. Our Supply and Resource economy is something that we’re going to be focusing on over the coming months as we play and interact with the systems. We don’t doubt that valuable community feedback will help us find the sweet spot, but we feel the current system is a good place to start.



German hand carried supplies



US hand carried supplies

Killing the Redeploy

The redeploy/rearm mechanic has been a persistent and ongoing ugly gameplay loop. Now that we’ve overhauled the hand-carried supply crates, we’ve also managed to overhaul the way in which supply crates and ammo boxes are re-armed in the field.

The basic design challenge here was attaching a cooldown to the dropping of Supply Crates, while also making sure that their re-arming was not continually contingent on the existence of Supply Trucks.

The conundrum was three-fold:

  1. If we enabled Support roles to re-arm off truck-dropped Supply Crates, then we’d create the same issue we intentionally avoided (ie. one bad truck driver throwing the whole game).
  2. If we allowed you to re-arm on death then we wouldn’t eliminate the cheesy redeploy mechanic.
  3. If you could re-arm continuously in-field at no cost then it eliminated the need for Supply Trucks.

Ultimately, we realised that we had these design limitations:

  1. Resupplying needed to be limited by time in order to make sure the resource flow didn’t render Supply Trucks obsolete.
  2. Resupplying in-field needed to not hinge entirely on Supply Trucks.
  3. Resupplying in-field needed to happen outside of the life-death loop.

So, we explored many different options and have implemented to following:

Previously: to restock a supply crate or ammo box you’d simply redeploy or commit suicide.

Now: walking within 50mtrs of a Manpower Resource Node will start a cooldown that will re-arm your Supply Crate at the end of the cooldown. Similarly, if you’ve expended your ammo box, walking within 50mtrs of a Munitions Resource Node will trigger your cooldown to re-arm the ammo box.

Some things to note:

  • Once the cooldown is triggered, you do not need to stay in range of the node.
  • Dying will not reset your cooldown - it will continue while you’re dead.
  • We recommend placing the nodes near a key Garrison, or not far from a key Garrison so that you automatically replenish the bulk of your supply and ammo carriers as they respawn.
  • Replenishing supplies crates and ammo boxes will reward the node-builder with score.
  • The resupply zones are now marked on the map as circles around the nodes.
  • A small HUD graphic and sound effect will play when the resupply is complete.
  • Rearming takes 5 minutes from the point the cooldown is reset.


Resource Node Functionality


Munitions Node - Resupplies ammo boxes.
Manpower Node - Resupplies supply boxes.
Fuel Node - In-field function is still to come.



"Walking within 50 meters of a Manpower Resource Node will start a cooldown that will re-arm your Supply Crate at the end of the cooldown."


Ammo Type and function

Firearms Ammo - Resupplies firearm ammunition
Medical Ammo - Resupplies bandages, syringe, morphine
Explosives Ammo - Resupplies AT rounds, satchel charges, grenades

We will look to add more ammo, when and where it is needed.



XP and ‘Prestige’

In Update 8 you’ll notice that the total player level has been increased from 100 to 200, and that your relative veterancy is now distinguished every 50 levels with a medal attached to your name on both the scoreboard and your in-game icon. This is designed as we originally intended - to quickly demonstrate your relative experience within the game to the players around you.

For those of you long-time veterans who’ve reached level 100 - fear not! We’ve implemented this level cap extension in a way that respects your total experience gained. You may find yourself at levels well in-excess of 100 immediately following Update 8.

We also want to note that Update 8 sees the introduction of player icon scaling - where allied player icons get smaller over distance - leading to a far less cluttered HUD.

Meta Changes from U7

We’ve watched many videos on the topic of the meta changes (including Bill’s latest one on the subreddit) made in Update 7 that eliminated the use of red zone Garrison deployments and the mass redeploy mechanic as a strategy. The feedback has been useful to underline the issues introduced by that change and how it aligns with our design around the function of each spawn mechanic. Next week we’ll be talking through the future plans for the game.

Currently we’re using our Early Access period as one in which we can nail down the key metagame components and test many of these aspects (many of which we as developers are not yet happy with). This has been a challenge as we’ve often been dealing with legacy solutions, as well as working within a continuously adjusting timeframe - this has affected our ability to bring in additional features that will create new ways of spawning.

Next week we’ll chat through future plans for the metagame, as well as explore the current issues and how we think they will change in the future.


Let’s Hear Your Wilhelm Scream Update

We have begun to officially contact those who’s VO’s we are likely to use. We apologise in the delay here, as we have been incredibly busy working on Update 8.

We offer our sincere thanks and gratitude to you for taking the time and effort to think up, record and send your voice lines in for the Hell Let Loose Wilhelm Scream. It can be a daunting task for one to publicly present their own work and voice to a community - especially for judgement! Assessing the submissions has been very difficult but also hugely fun. We have some very talented people in the community! Our sound designer Adam has been truly inspired by the submissions, even by the ones that won’t make it into the game.

If you made a submission and do not receive an email from us in the next 2 weeks, we want to thank you for your participation and implore everyone to get involved in the future and have another shot if we decide to run another VO submission or similar opportunity!

You will likely begin to hear the new VO’s come Update 9, and we will be making sure those who did make it into the final version get an in-game credit and a special role in the Discord!

That wraps up this week's Dev Brief.

See you on the frontline!
Frontier Pilot Simulator - RAZAR
Hello, pilots
I'm Lara White from the scene.

The research department announced an uncontrollable spreading of the "ballons".
Areas where you need to pay attention during your flight:



We receive some footage from "X" source.





Levelhead - BscotchSampy
The days are getting darker earlier, so let's brighten them up with our Cheerful & Sunny Levelhead Community! This week GR-18 cooked up cold revenge to go after a spicy explosion while preaching the lessons of tough love!

As always, remember to click the level names to bookmark them for later on. OR! Use the fancy Playlist to bookmark all of them at once.

Also, don't forget to nominate levels that you think are worthy of the Community Spotlight with the nomination form. The nominations for next week will be open till next Thursday morning!
FanArt & Happenings
BUDD-E LOVE


PureKnix is sooooo lucky to receive this BUDD-E as an early Christmas present. The cuteness makes my heart all warm and fuzzy!
Zipper Plushie


The master Plushie maker, Kevin has moved on to version 2.0 of GR-18 plushies with a special Zipper Plushie! Simply Awesome!
Kaizo Challenge


TheViralMelon is challenging you to build the best kaizo that you can imagine. Let's get your creative hats & building tools out for the Kaizo Challenge! For more details and to submit your level, go to the event page.
Featured Levels
Powerup Explosion


GR-18 experiences the explosion of different power-ups in FlowArt's spicy level Powerup Journey: Final Level! Will GR-18 survive the spicy explosion without sweating?
Payback time!


GR-18 meticulously plans and then chills its signature dish in Mr Nasty's thrilling level Get Revenge Swiftly! GR-18 believes revenge is a dish best served COLD!
Tough Love


GR-18 shows some tough love in Friendzie's punchy level Vacrat Punch Pow Scenario. Will GR-18's stern method help resolve the situation?
Blazing Path


GR-18 puts on its sprinting shoes in Coloa Ecojump's fiery level Route De Flamme! Will GR-18 clock in a blazing time on this blazing path?
Robo Sherlock


GR-18 puts all its Robo Sherlock powers into solving joejoecraft's bemusing level Build: A Simple Puzzle! Can GR-18 untangle and solve the mystery of the precious package?
Highlights
Kilta - myTrueSound
Kilta is a game about being a Guildmaster of a newly established guild. The guild accepts commissions and quests from all walks of life. A party needs to be dispatched to take on the challenges and earn glory and recognition, as well as hefty rewards for the guild.



GROW YOUR GUILD
Recruit new guild members from a growing cast of heroes. All heroes are unique with their own characteristics, abilities, and dialogue. Should you recruit Rufus, the mighty macaque guardian that excels in traditional martial arts known to his people? Or Maryu, the heart-warming but savage old lady that can curse your opponents?

STRATEGY IS KEY
Always check what enemies your active party is going to face in the upcoming quests. By equipping better items and checking enemy compositions you can minimize your losses and always topple your foes. Try to find the perfect (or the most broken) combinations of heroes and items!

ITEM MANAGEMENT
Items are divided into weapons and equipment. Your job as the Guildmaster is to equip your heroes with whatever you have at hand. Items are earned through quests and occasionally through dialogue. There are no character-related restrictions on the items. You are free to experiment with different combinations of items and discover the most powerful builds.

COMBAT
The auto battling combat system delivers tactical and engaging action. At the beginning of each battle, it is important to consider the enemies, their abilities, and their formation, when positioning your heroes. The heroes will fight by themselves but your preparations will decide the outcome. In appearance, the battles offer explosive visuals, insanely good music, and cinematic camera action.

BECOME THE BEST GUILDMASTER
Every hero has a background that they may want to share with you. Most often the heroes are arguing by themselves and, in a way or another, it's up to you to resolve their conflicts. Some choices might lead to surprising outcomes that can even affect the results of the battles up ahead. Are you the caring and capable Guildmaster or do you swing to be the worst leader of them all?

Do you want to participate in the development of Kilta? Follow us on Twitter and join our official Discord server!
Nov 20, 2020
Early Quest - MichelKyubji
Hello to all,

we're back here to talk about updates.

After yesterday's corrective update, today the rest is more substantial.

We introduce new secret zones and islands,
new enemies,
new characters,
new events
Lots of other minor fixes and additions.

A great addition, new to our game landscape, are the new weapons and armor. You can find them around the map or from their sellers (a nice old man is one of the new characters and also a new seller ...).

I also take this opportunity to announce that the first DLC is almost complete and working.

That's it for now, see you next time!

I close by hoping that you continue to enjoy playing, and thank you!
The Falconeer - WIREDGary
The final segment of our Let's Play series is now LIVE!

Commander Ivy has recovered Gary from the clutches of the pirates - and now they face down the final chapter of The Falconeer.

They are going live RIGHT THIS SECOND - drop on by and send them your energy!

Wired Productions Twitch Channel

We're uploading all of these streams to youtube for those that miss them live, so if you want to catch this....unique....adventure through the Great Ursee over the weekend, so keep your eyes peeled to our Youtube channel!
ALTERITY EXPERIENCE - onitron.studio


Thanks to Big in Japan who recommended ALTERITY EXPERIENCE on Steam:

“I wouldn't call ALTERITY EXPERIENCE an "horror" game, but it's pretty atmospheric & mysterious. The gameplay formula and puzzles are interesting enough to keep you thrilled and busy.”

Like Big in Japan, feel free to post your review of the game.

Watch the sky! 👽🛸

The ONITRON STUDIO Team
Nov 20, 2020
Ghostrunner - All in! Games || Luke


Runners!
On Monday, November 23, at 6AM PST/9AM EST there will be a special Ghostrunner developer AMA with One More Level hosted at r/GhostRunner.

This is your chance to directly ask the development team behind the game your Ghostrunner related questions.

Join AMA:

Till then: Do. Not. Stop.

Stay connected:
Like us on Facebook
Follow us on Twitter
Join our Subreddit
Follow our Instagram

Nov 20, 2020
Green Project - Zerone Games
Hello everyone!

During the last 2 weeks, we have added:

The possibility to make dynamite in the laboratory, it allows us to dig the ground up to the water table.

If you dig the ground with dynamite you get water bodies.

When a body of water is big enough, fishes appear.

A fishing rod to make is waiting for you at the workshop.

You will be able to cook them and in the near future the fish will bring another important resource (surprise).

Have fun, take care and have a good weekend ;).
Circadian City - Burak Tezateser
Hello Citizens,

We are sorry we had to skip last week's update as the schedule system was kind of a big issue for us technically. But finally we're here along with some other updates!

We will keep adding new content & features until v 1.0.

We have 3 types of updates:
- Bugfixes (they can happen anytime and we only write a patch note without announcing it)
- Friday Updates (we're aiming to have them weekly or biweekly)
- Major Updates (approx. once in every 3 months)

We are aiming for 3 major updates until version 1.0 and we will slowly unfold that plan. We are listening very carefully to all the complaints and new design ideas and trying to schedule them in an effective way.

Schedule System

The city runs smootly like clockwork now. Every NPC and building/shops in the game have a schedule system now. So you won't be able to find NPC on the same spot every hour of the day. They have a life.

Also you won't be able to enter to many buildings after evening or midnight. Well except some pubs and nightclubs if you like the nightlife.



The final stage of the schedule system would be to implement a pathfinding system so that NPC's and other extras in the city will start walking around, heading to their destination. This will be enabled on upcoming updates.

As a side effect of the schedule system you might feel that there is less options to do in the city. But don't worry, we'll keep adding some content (also for the night time) to keep the city alive at every hour and day.

Motivation Rework

The way motivation used to work was like walking on thin ice. We had a base value of 50 and every item you consume or action you do gave you some motivation and removed that motivation later on.

This was causing some rare problems to shift the base value of motivation.

We reworked the motivation so that the new base value is now at 30 and your motivation would tend to come back to 30 wherever it is. This will also help you to stay motivated for longer hours.

New values where you receive a payment buff are:

motivation > 40 : "25% bonus performance at work"
motivation > 60 : "75% bonus performance at work"
motivation > 80 : "145% bonus performance at work"


New Content
  • Buildings and NPCs have a schedule system
  • Motivation system rework
  • You can find Proudhon selling hotdogs at Corot Park on weekends and some other changes


Bug Fixes
  • Vegan smoothie can be consumed now
  • Introvert level 6 perk, "art appreciation" works smootly (unfortunately you might need to start a new game if you already received this perk)
  • Chest at the upper right corner of your house saves its content properly now.


UPCOMING WEEKS

We are working on the wearable items in the game and also adding some animations around the city.

Cooking recipes will start giving some temporary bufffs.

Addictions to coffee, sweets and alcohol are on their way.

We decided to have a full redesign of the UI. That's a lot of work, therefore mouse implementation will come with that UI update.

Let us know what you think and what you want to see more in the game.

Have a nice weekend!
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