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OGZ Progress Report 8/7/2024 (and a confirm build release date)

Hey guys, how are you guys doing?
 This post was supposed to be a build release post but here we go.
 I've been working on getting the fundamental build out for the whole month but then I've decided to add 2 patch contents into the base build (Job mechanic and Outpost system) which caused a little delay and now the build is expected to be available within 15th of this month (it is confirmed)
 The build features Mission (Expedition Type), Working Outpost, Character Stats System, Overhauled Vendors, Overhauled Time and Weather, First Person View Mode and quite a lot of tweaks.
 I'm also making the world much more interactive by making majority of the environmental stuff interactable such as Chairs, Vending Machines, Monitors and so on.

Please take a look at what I did and confirmed for the whole last month.

Procedural Outpost Generator (v2) and Outpost System [WIP]


 This thing is major because it's also the heart of the world contents and especially to the job and faction system. Outpost will be completely dynamic where it can be abandoned and can be raid by either monsters or the other factions such as Syrica SCE, Unitech UI and Atlas ARC.
 Procedural Outpost Generator is the new tool I did and now creating the hyper complicated facility areas is no longer a big task because this tool can generate the entire outpost both exterior and interior in a few clicks and it supports the complete procedural world.

Station System [WIP]

 The outpost features Station System such as Vehicle Station, Vendor Station, Medical Station, Garage/Hangar Station, Cargo Station and Control Station, tho Control and Medical serve no purpose for now.
 Each Station features unique Vendor Machines that sell specific items or offers unique options such as Garage Station offers the players to spawn/retrieve the selected vehicle with the cost of 2,500+ to 25,000+ credits depending on the vehicle, Vehicle Station offers the players to recharge/repair the vehicle and so on.

Data Registration and Security System [WIP]
 Entering outpost will need to be scanned and permission must be granted first. If the players got the bounty or the entrance gate is not secured, the scanner will denial the request.
 During inside the Active Outpost, players won't be able to loot anything at least publicly because players will get the bounty for stealing the properties. Outpost npcs are confirmed, including Patrol Drones and Patrol Bots, Guards and etc.
 Entering Abandoned/Deserted Outpost won't need to be scanned but since the Control Station is deactivated which caused all the security system to fail and all the electric to go offline, the automate doors/gates will not operate and the players will have to find a way to get inside for themselves. Control Station can be repaired/reactivated but by the specific tools that the corporation provided to the player.

Vendor System [WIP]

It's a simplified version of the store system. But this way it feels much more immersive because the character is actually interact with the world. I've nothing much to say about it for now but it's the big part of Station System.

Mission System [WIP], Job System [Confirmed], Faction System [Confirmed], Contact System [Confirmed]
The game now will introduce Expedition Mode as a free-roam mission. Expedition Mode will activate after the deploy if the players haven't selected any registered missions.
 Returning to base will require players to request the extraction points. Players will have 2 options, 1 is the nearest Deploy Zone (free) or 2 is the nearest possible Extraction Point (outpost or any available Landing Zone) which will cost 10,000 credits or more depending on how far the player is from the deploy zone.
 Expedition will not rewards the player because its the player's mission, not provided by any corporations. Expedition mode will allow the players to do everything from exploring, farming materials for the upgrades to doing jobs such as finding requested items, delivery package/cargo, bounty hunting/assassination, Intel, Escort, Tracking People/Properties and so on.

Jobs are simple, accept the deal from the contact, do a few objectives, get the rewards. The jobs will also have timer and the timer will still count down even if the game isn't running. Job usually has 5 hours timer to finish.

The jobs will be available inside the Contact Menu most of the time. People will send player the messages about the job and their offer, players will be able to accept or decline it within 1 real world week. Jobs will pay quite good most of the time depending on how risky it is.

Missions and jobs aren't the same things. The mission is the primary purpose of the players why they deployed themselves into the Groundzeroes. The mission will feature several objectives, has boundary and has to be completed in 1 go while the Job won't have boundary, simple and can be completed anytime within 5 hours real world after the job is accepted.

Jobs will be generated by the Faction System which runs by 3 Mega Corporations (and small companies).
 Their employees will send the job requests inside the Contact Menu and finishing the jobs will earn Reputation Point from the said faction while reduce the reputation of their rival factions.
 Failing job or mission will impact the reputation too.

First Person View Mode [WIP]
This mode can be activated during non combat only (for now). The game will force turn into 3rd person mode if player is aiming or melee attacking or taking a cover and etc. Aim Down Sight is confirmed. Player can toggle camera mode btw.

Updated Inventory System
Players can now use the items on the vehicle and the item loadout has channels (on foot, on vehicle and etc)
Using Vehicle Repair Kit on the vehicle will refill the vehicle's durability or using Recharger will refill the vehicle's fuel. (Vehicle Repair Kit and Recharger item can be stacked up to 3 slots and can be purchased at the vehicle station)

Updated UIs

The gameplay UI is now on screen because it is easier to look at and less messy. The Character Menu UIs got the big redesigned (system wise) too tho these aren't the final design.

Overhauled Weather and Time System [WIP]
Now the game world time is equally to real world time, 1 hour in-game is equally 1 hour in real world. Players can skip the time by moving between the areas (2 hours skip) or resting (custom skip)

Eye Adaptation Effect (Dynamic Exposure Adaptation System)
The game now will adjust the brightness automatically based on the lighting. (the game will be brighter in the dark place or during night but the pitch black area is still pitch black, it just increases the light intensity while keeping the same blackness)

Dungeon System (updated) [WIP]
Now entering dungeon has no loading transition/animation and the dungeon is now blended seamlessly into the game world. Improved load time and stuff too.

Turning 2 patch contents into the base build content wasn't part of my plan but I don't want the base build to have nothing but only smack the monster's head on the release. 

I've only got 1 task left and it's the job system, after this task is done I'll focus on fixing bugs and polishing the stuff and the build will be ready for the release.
My deadline for the Job system is 10th of this month.
If I don't have enough time, the job will be a patch update instead.

See you guys soon. Have a nice day.
Matto.

OGZ Progress Report 8/7/2024 (and a confirm build release date)

Comments

why is there no animation of losing to monsters when capturing the main character, just the screen of the correct missions is this a bug or a convention of the game, or do you need to do something to get them? and there is also not a big texture bug https://media.discordapp.net/attachments/1149409143476727960/1276496972479463475/2024-08-23_134751.png?ex=66c9bdf2&is=66c86c72&hm=672fcca2d95410c9b896d752f21d9c043ee48e6941cdbcd641e8ce32e193645d&=&format=webp&quality=lossless&width=1287&height=701

dan4ks_ xrx

Good work 👍

VexSarh

I love this game so much!!

PEACE

superb idea

thenmgrtgeg

Interesting :]

Matto MATEYDEV

Nice! Consider prostitution for low income jobs.

boned


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