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Progress Report V

Posted by AndY in Development Reports on 08 September 2010 · 1955 views
release development report release candidate
▫ O.M.G.

Those three letters say it all.

After a ton of hard work, Overwatch was released to the general public on August 20, 2010 and the response has been absolutely fantastic, with nearly 5000 downloads and an endless amount of positive feedback. Community, we love you.

With 1.1.0 released, we took some time off to see the sun and enjoy life kept on working to resolve a few of the minor issues that cropped up (and one very stubborn one) and, within a matter of days, released a server-side patch (1.1.0+Sv10), a client update (1.1.2) and a few fixes to our Updater utility. We then finally took a few weeks off to get out of our basements and spend time with family and friends immediately embarked on a two-week long sprint for 1.2.0, which we wrapped up on Monday.

Insane. That's what I would use to describe the past month. Our team sacrificed sleep, fun and family to work very hard on these two big releases and I couldn't be more proud of them than I am today. If you happen to bump into any of them on the forums or in-game, be sure to tell them that they rock, because they really do.


Overwatch 1.2.0 is ready to be shipped this Friday, September 10, 2010, and we'll be giving early access to a few frequent visitors of our IRC channel (Chat), to help us track down any issues that may have slipped into the build.



▫ Development Reports: What are they?

If this is your first time reading our development reports, you should read this Blog entry which explains what these reports contain and how they are organized.

Disclaimer: While these reports may list features or fixes as pending or coming soon, unforeseen circumstances may delay certain items from being released on time or alongside other items on these lists.



▫ In the Spotlight

1.2.0 is the first major update since our public release, with a focus on map improvements. It features complete overhauls of both official maps (Citadel and Breach) and a slew of new additions and changes to the overall game.

The following is a quick preview of the most notable features (video footage will be posted alongside the public release):

  • Citadel Improvements: You will barely recognize it. With a brand new opening sequence and exciting finale, and big changes to the overall layout, capture areas and lighting, Citadel has truly evolved into a fun-filled level. We feel it is nearly complete and the gameplay is just right, which means Citadel will be moving into its final stage of development (textures!) very soon. We'd love to give you more information, but we'd rather keep it all a surprise. When you're done playing this weekend, let us know what you think!

  • Breach Improvements: Two key aspects of Breach's overall layout have been improved: 1/Cap points are now placed in areas that are much larger and a bit easier to defend, and rebels can now take cover behind walls, counters and props instead of bunching up in a very small cap zone. 2/The street and train station areas now make a lot more sense. We got rid of some of the corridors and staircases and turned some areas into shops, cafés and lounges. Each area now has a randomized objective, ranging from the classic console capture point, tossing grenades at a generator and the all new lining up of explosive canisters at the base of a generator before blowing it all to pieces. You'll never know what to expect with each new round you play!

  • Spotting Feature: The first version of this feature allows Rebels to see fellow players on their HUD and Minimap as small green triangles, or big red +'s when they need to be revived. You'll no longer need to guess where your fallen comrades are hidden!

  • Hints Feature: Important objectives, items or locations will now be marked with a "hint" indicator, giving you a brief description of the target.

  • New & Updated Music Tracks: Both official maps have updated ambient music, as well as new tracks for their finales.


▫ Development Report V

1.2.0 is set for release this Friday, September 10th, 2010. It is Overwatch's first major update. We've set aside some time this weekend to respond quickly should any problems arise, but we don't foresee any issues with this release.

This Friday's news post will contain detailed information about the release, a few new pieces of promotional artwork and a teaser trailer showcasing the updated levels and new features.


› Pending Release:

The following report applies to the 1.2.0 Release Candidate.

Note: The full change log is a bit too long to list entirely on this page. Please visit this page for a complete list of changes.

  • Game (Client/Server)
    • General
      • [Feature] Implemented a first iteration of the Spotting feature (Resistance):
        • Rebels that are alive now display a green triangle above their position in the map (HUD) and on the Minimap;
        • Dead rebels now display a red health icon (+) above their position in the map (HUD) and on the Minimap.
      • [Feature] Implemented a first iteration of the Hints feature (Resistance):
        • Hints can be used to display information about any entity within the game;
        • An arrow will point to target's location until the target is within view;
        • Text can optionally be used (as opposed to using an icon alone).
      • [Feature] Enabled the +use physics props pickup system (you can now pick up certain predefined objects using +use).
      • [Improvement] GM buttons will now fade when they are beneath the GM's HUD.
      • [Improvement] Added checkbox in MP Options > Advanced to turn Rebel minimap on/off by default (uses ConVar "ow_overview_defstate (0|1)").
      • [Improvement] Change text colour of tooltips for currently inactive buttons.
      • [Improvement] GM's chat box has been moved to a better location (the minimap was overlapping it).
      • [Improvement] Reduced the NPC SMG1, Buckshot (Shotgun), AR2 and Sniper damage defaults (skills).
      • [Improvement] NPC (Combine, Metro and Manhacks) starting health has been lowered slightly.
      • [Improvement] Player Minimap will now start on by default.
      • [Improvement] Player sprays are now disabled client-side by default.
      • [Bug Fix] Fixed an extremely annoying (but rare) issue where a player selected as the GM (Overwatch) would get a near-horizontal view, instead of top-down.
        This time, we approached it differently and implemented a fix client-side instead of server-side.
      • [Bug Fix] Round end (victory) panel no longer blocks normal game input (chat and scoreboard are no longer blocked).
      • [Bug Fix] Teammate positions on the minimap will now update no matter where the players are in the map.
      • [Bug Fix] Eight players can now join the Resistance until a GM is selected (then the limit is 7 players on that team).
      • ...
    • Maps
      • [Change] Maps from 1.1.0 have been renamed to ow_breach_classic and ow_citadel_classic to make room for the new ow_breach and ow_citadel levels.
        Classic maps are not included in the map cycle by default (server admins can add them to mapcycle.txt in the root /overwatch folder).
    • Map: ow_breach
      • [Overwatch] Made all GM traps go on cooldown at the same time.
      • [Overwatch] Increased the cooldown of all traps from 20 to 30 seconds.
      • [Overwatch] Made unit spawns not disable behind players. The GM can now flank rebels from behind.
      • [Overwatch] Added metrocop spawns to the first alley and the bathroom.
      • [Overwatch] Added a manhack spawn on the east side of the street.
      • [Overwatch] Added a manhack trap to the train station.
      • [Resistance] Added some extra healthkits.
      • [Resistance] Disallowed players from throwing grenades through unit spawn room force fields.
      • [Objectives] Made destroyable generators use health instead of number of times damaged (progress bar has also been flipped).
        Generator health is 900, it will now take at least 5 grenades to blow it up.
      • [Objectives] Made destroyable generator indicators disappear as soon as the progress finishes.
      • [Objectives] Made console capture areas bigger, that are indicated by a floor texture rather than an outline.
      • [Objectives] Moved the escape objective to the new employee exit corridor.
      • [Objectives] Added the first version of the canister objective as one of the possibilities for the objectives.
        The players need to gather up five canisters and bring them to the generator, and then shoot at them to complete the objective.
      • [Layout] Added the two flanking corridors back near the first objective.
      • [Layout] Added walls that Rebels can breach with explosive charges.
      • [Layout] Added an alley near the middle and another one near the north end of the street.
      • [Aesthetics] Added triggers to start action music with a transition when the fourth objective is completed.
      • ...
    • Map: ow_citadel
      • [Overwatch] Added another spawn for the GM located at the north-east corner of the map.
      • [Overwatch] When the central capture point is activated, the cooldown for spawning soldier units is reduced to 15 seconds.
      • [Overwatch] Metrocops now have 2 manhacks each.
      • [Overwatch] SMG Combine now have grenades.
      • [Overwatch] Made Elite soldiers spawn as additional members to the SMG and shotgun squads during the finale.
      • [Overwatch] Decreased trap cooldowns from 30 to 20 during the finale event.
      • [Objectives] Added a new Final Objective to the center of the map. This last objective can only be capped once the previous 3 consoles have been capped.
      • [Objectives] Increased the capture area sizes.
      • [Objectives] Increased capture area height so jumping on the consoles won't cause capping to pause.
      • [Layout] For the basement cap, an alternate route for the GM has been added and the console has been moved to the opposite wall.
        There is now also a door and window peering into the cap room.
      • [Layout] For the balcony cap, an alternate route has been added allowing players and the GM to approach the cap from a different angle.
      • [Layout] Added elevators. The rebels spawn inside these at the beginning of the round as they move up towards the playable area.
      • [Aesthetics] Changed the lighting so areas are darker as to contrast with the brightness of the centre area.
      • [Aesthetics] Added soundscapes (background noise).
      • [Aesthetics] Added more music relevant to the progress of the round.
        When the centre point becomes activated, ow_ambience2 will fade out and ow_transition2 will play followed shortly by ow_action2.
        Once the final cap has been taken, ow_action2 will fade and ow_finale1 will play until the explosion.
      • ...
  • Updater Utility
    • General
      • [Improvement] "Update is available" is now more obvious (green colour).
      • [Bug Fix] Errors returned by the "Checking for updates" feature have been reduced drastically (it should no longer fail unless there's a serious problem).


› Being Implemented:

  • Game (Client/Server)
    • General
      • [Feature] Implementing the ability for the GM to deploy Headcrab canisters at a location of his choosing (as opposed to pre-defined spots on the map).
      • [Feature] Implementing the Scanners (Type II) including the ability for the GM to target a location where they can deploy Hopper Mines.
      • [Feature] Implementing a first iteration of the Barracks system.
      • [Feature] Implementing a first iteration of the Abilities/Roles system. This first version will feature a Recharging Medkit that can only be used by a limited number of players.
      • [Improvement] Beginning the AI overhaul phase (more details soon).
      • [Improvement] Redesigning the Scoreboard to make room for upcoming features.
    • Map: ow_breach
      • [Misc] Adding two new sections after the train station including a brand new final objective.
      • [Overwatch] The final section will feature GM abilities such as spawning Snipers in various locations.
    • Map: ow_citadel
      • [Aesthetics] Textures!
    • Map: ow_coast
      • [Misc] Preparing Coast for a first release (scavenger/puzzle).
      • [Overwatch] This level features GM abilities such as launching Headcrab canisters, calling in dropships carrying troop reinforcements, and deploying gunships for air support.
      • [Misc] Zombies and Headcrabs are considered a common enemy, they will attack both sides.
    • Map: ow_crossroads
      • [Misc] Preparing Crossroads for a first release (survival).
      • [Overwatch] This level features GM abilities such as calling in Scanners (Type II) and selecting locations for them to drop Hopper Mines.
      • [Misc] Zombies and Headcrabs are considered a common enemy, they will attack both sides.
  • Updater Utility
    • General
      • [Improvement] Implementing a method for the Updater to retry a URI and continue where it left off (if the connection fails during an update).

› In Discussions:



▫ What's Next?

We'll be waiting for your feedback once you've had a chance to play 1.2.0. If the feedback for the new Citadel is positive, we'll be giving it a few art passes very soon (textures!) to get rid of all the orange and make it feel like you're actually in the Citadel.

Breach has two more sections planned for it (after the train station area). We've worked on some of it already and hope to finish the rest soon.

We've also already begun work on the next major release (1.3.0) in which we hope to include more maps and some of the features listed in the Being Implemented section (or all of them if they don't give us any trouble).




We hope you've enjoyed reading this edition of our Development Reports. What feature, improvement or bug fix are you looking forward to seeing in-game? Let us know!

Source: Development Report - September 08, 2010




Dead rebels now display a red health icon (+) above their position in the map (HUD) and on the Minimap. <- you know all the times I got annoyed not being able to find someone i don't know why this never crossed my mind...

[Resistance] Disallowed players from throwing grenades through unit spawn room force fields. <- there goes that tactic LOL...

[Change] Maps from 1.1.0 have been renamed to ow_breach_classic and ow_citadel_classic to make room for the new ow_breach and ow_citadel levels.
Classic maps are not included in the map cycle by default (server admins can add them to mapcycle.txt in the root /overwatch folder). <- adding the classic maps are a nice touch perhaps you should turn them into tutorials :D

OH... and LULWUT? [Overwatch] SMG Combine now have grenades.


I don't know if I should laugh or be afraid... but it sounds fun :D

[Objectives] Increased capture area height so jumping on the consoles won't cause capping to pause. <- this often annoys me...glad to see it go

Great job guys seriously, this has quickly become my new favorite game/mod to play and I promote it to anyone on steam about it. Keep up the good work.
I am both excited and scared to see what you have done to Overwatch...

I was kind-of hoping hopper mines would be map specific traps... but oh well!

I might have to alter my WIP map's layout...again...
Hey guys,

I'm glad you're happy with the changes we're making. We definitely increased the fun factor by a lot with all these changes.

Jgoodroad: They are map-specific. If you don't want to have them in your map, they won't be there. The mapper decides what abilities/spawns/traps the GM can use.
Awesome, I can't wait for the release. Will the new sections of Breach be in the train station still? Because otherwise the map won't seem to make much sense if the rebels are merely going THROUGH the train station without getting a train.

Auxor, on 09 September 2010 - 10:11 AM, said:

Awesome, I can't wait for the release. Will the new sections of Breach be in the train station still? Because otherwise the map won't seem to make much sense if the rebels are merely going THROUGH the train station without getting a train.
The new sections will have a train, yes. The objectives will have more of a purpose at that point, as opposed to just reaching a wall.
STRIDAHS?

Auxor, on 09 September 2010 - 04:03 PM, said:

STRIDAHS?
Not just yet. :p
APCS.

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