We have pulled focus away from providing recaps due to the resources and time it takes us, until we find ourselves a community manager that fits the build and the company this will continue to be the case. We as a team are still active within our Discord and provide updates here and there along with some answers to questions you may have. Within this article is just a portion of what has happened over the past few months
To help you keep up to date with what’s happening in regards to our Kickstarter and development, we suggest adding Burning Lands to your wishlist on steam.
Over these last few months there has been a strong focus on backend development and navigating the new features and capabilities of Unreal Engine 5.
We had made the decision to delay moving fully across to UE5 until the recent release of UE5.1, a more stable version that also provided further updates to some of the more exciting features such as Nanite, Lumen and Virtual Shadow Maps. UE5.1 will also bring updates that will fix minor bugs we had been experiencing in playable builds and make implementation of some assets a smoother task than was previously possible. With 5.1 now released the team is already underway moving more elements across and taking advantage of the powerful new tools. With that in mind, the environment images you will see within this article do not yet feature Nanite foliage.
We made the decision to change our VoIP implementation from a third party tool to an inhouse system. This gives us more flexibility in how we organize the voice channels in the game, as well as more control over the way voices are mixed into the broader game’s sounds. It also opens up the potential for more advanced mix and spatialization techniques to be used down the track as future tools are made available. As of now, this new VoIP system is ready for use.
Meanwhile, our medical features such as bandaging, using an IV line, and reviving are making progress with new animations and sounds being created to flesh them out. We have added a recoil animation system to give our weapons a more authentic and impactful feel when shooting, compared to our rough early recoil system.
Projectiles are a major area of effort for our developers, to make their flight velocity and drop, penetration values, hit registration, and damage model function in the way that players expect. One area of focus right now is ensuring projectiles are networked in a fast and functional way to enable rich effects when projectiles fly by the player.
Below you will see some of the work being done on existing assets. This includes some overhauls, while others are receiving more minor tweaks to bring a more consistent look across the board.
A before and after image of the Type56.
A before and after image of the M35.
A before and after image of the M48 Patton
Some of the work being done by the animation team on the M14/M21 rifle and the M79 grenade launcher.
As some of you may have caught during a spontaneous developer stream, we now have joystick support for those that want to dedicate themselves to being a pilot.
There are multiple squad types and even more roles available within Burning Lands.
Each Squad consists of various roles, many of which will sound familiar to any seasoned military FPS player.
Directly below the Commander are the Squad Leaders. These battlefield leaders will each control unique abilities and will need to work in unison with their counter parts and support each other if victory is going to be achieved.
Executing the fight for leadership are the Sustainment and Specialist Roles, varying from kits with situational importance and abilities to those who live up to their name and do the heavy lifting once the action kicks off.
Over the coming months we will expand on the importance of some of the more specialized roles and the unique tide turning abilities they bring.
These may or may not change throughout the development
The medical system we are going for within Burning Lands is something that doesn’t encourage a ‘run and gun’ gameplay style, but doesn’t intend to heavily punish you for it either. We want the medics within our game to have real purpose and for those around to rely on them to better operate as a squad and team.
While we have made sure to implement an instant death for things like headshots and extreme damage received (ie; an explosion), as we feel this is both realistic and rewards good marksmanship and should further encourage all players to be smarter about how they move around the battlefield.
The “trauma” state is where the medic becomes key and another reason that teamwork and communication will be vital in Burning Lands. Having to be smart about how and when you revive, ensure you have the correct cover to do so and also finish the healing process. We don’t want you to able to go through a continuous cycle of reviving the same guy or just giving up and spawning again penalizing the overall team effort.
The medical system diagram above is a very early iteration, the figures mentioned are very much subject to change throughout development. Look out for more updates to the medical system and the positive or negative impacts it can bring to each round at the squad and team levels.
The M40 rifle is a bolt-action sniper rifle used by the United States Marine Corps. The M40 was introduced in 1966.
The venerable Mosin Nagant Sniper Rifle will again make life difficult for the opposing team.
For our US vehicle crews comes the M3 .45 caliber sub machine gun, affectionately named the “Grease Gun”. US vehicle players will be able use this when dismounted as their self-defense weapon.
In the same role but for our our PAVN vehicle crews comes the PM-63 Rak submachine gun.
Feel free to let us know what you think through our social links and the Discord.
And don’t forgot to add Burning Lands to your Steam Wishlist by clicking “here“
See you all in the next one!
Date posted: 08/02/2023