It is Sunday so here is the new Devblog. Last weekend we posted about our progress on steam and new steam store page. If you missed that post you can read it by clicking HERE. To quickly sum it up TO4: Tactical Operations is now approved and visible on Steam, this was a huge step for us and we can soon release the game for Early Access!
Let us get into some more details as to what was done and is still in the progress of being developed, Firstly we have a vacancy in the group for talented developers to join us on this project. See below.
Game Programmer / Developer Required
Are you looking to join an exciting and growing game development team?
We are looking for an enthusiastic programmer, to work on a fast-paced FPS game set in realistic surroundings.
Desert Eagle Animation
th120 / slayer5530
After the Desert Eagle Animation was added into the game the Alpha testers gave their feedback for it in one of our Alpha tests, now we have the feedback we needed, we have removed it for further development. We don´t want to push content out that is subpar and we know we can make it better with a bit more time spent on it, hopefully it will be back in by Devblog #6. So keep your eyes peeled for Devblog #6.
chr / th120 / ssswing
We are planning to do a Development Stream while we are running one of our Alpha tests sessions on Twitch in the near future, this will allow us to grant you more insight and a little taster of the game, by the way, TO4: Tactical Operations has also been listed on Twitch, we will be directly answering questions about the game during the Twitch. Ssswing (Project leader) and th120 (Programmer) will be presenting it and we will see who else joins the party. This will be the first time we have done anything like this, we will try to be as professional as we can. But with everything that is a first attempt expect a few bloopers. Will you be watching the stream? Please give us your Feedback.
As usual, the Alpha testers just play around on the maps to find bugs/exploits to feed ssswings appetite for work, thank you testers, Keep up the great work! He then works down the list and fixes them one by one till none of those bugs appear on our tracker. He has also started work on balancing some of the areas on the maps. We want to have a competitive game so areas should be balanced and both sides should have equal advantages and disadvantages, This will be an on-going process and no doubt we will be talking a lot about this during the development of this game.
We said that we will have 6 maps ready for when we release on Early Access, we can now confirm there will be at least 7. We will reveal the name of the 7th map and show first screenshots in our next devblog. Alpha testers will be able to test (play) it soon.
More builds and more changes, all these changes are listed in separate topics in our Forum. So here are the links for you. There you can also see more detailed changes to the map as talked about above.
Take a look!
(When you register on our website you can als subscribe to it, so you get a notification when the changelogs are posted, so don´t hesistate, click HERE.)
TO4 Links / Social Media Accounts
kame / chr
A while ago I asked kame to shorten our links to the social media webpages to make them easier to remember, not everyone is aware of them so here is a list. Some of them are still a work in progress. We shortened them in 2 ways, the "logical way" and the "lazy way". I think this is the best solution to help community members recall the links. Over time these accounts will grow as more people talk about TO4: Tactical Operations and the project develops.
We will inform you when once the none operational links are working.
chr / kulan
Frontend, what does this mean? Simply, the frontend is what the community is able to see. For example, the Website, Social Media Accounts, Pictures, Videos, and information published by TacByte. We are looking for people who have the same passion as we have to push the project further and help to manage our community outlets.
We really could do with help getting our Social Media Accounts up and running, If you think you are a good Community manager, Discord admin or a Master tweeter, contact me (chr) in Discord.
We all work for the greater good of the game. Do you want to be part of it?
Steam / Discord
Small reminder about our steam store page, please put it on your wishlist and be sure to follow it. Help us to reach as much players as possible! Type in TO4 in steam or click HERE
We are sure we don´t see all of you on our Discord yet, so join it by clicking HERE.
Today we have an ETA (estimated time of arrival) for our game to release on Steam´s Early Access! In addition, we will reveal some of our plans to grant more people access to the game. The complete TacByte Team feels proud of what we have achieved in this short period of time and confident in the future of TO4. Time to lift the curtain and to give you more details.
Our Project leader ssswing has been working on the new Steam frontend system and it is finished, We are now approved and listed on Steam. However this does not mean you can download the game just yet, but the hub is set up and other players around the globe are able to see and find our game through steam.
Furthermore, we have some more news to share. We will be expanding our testing group soon, we are just working on the details of rolling out a bigger test group and deciding on which platform would be best for us to distribute the game client, I can confirm that this will be happening sometime before the end of the year. A big shout out to our "thefirst100" group on discord, You have been awesome! thanks for all the support, And as thanks, all of you have been granted a slot to participate with this new test group. But don't worry if you aren´t part of that group, you still have a chance to participate. So keep checking in on discord and we will be giving more information out soon.
If everything goes to plan, we believe we can publish the game in the first quarter of 2018 on Steam as an Early Access title, so it is time to gather all your old friends and teammates, it's happening guys!
Being Early Access means everybody can play it, but it is not finished, meaning a lot of things will change while we are in that stage of development (assets, sounds etc) and we will be relying on your feedback to optimize the game.
As we have said above we aren´t sure how we will grant new players access to the game, we will eventually use the Steam key system, but when that transition will be we have not decided, we will publish more information about it when we know more about the process. We highly recommend you join our official Discord Server. Click >HERE< to join, so you don't miss any information or announcements.
Last but not least here is a link to our store page on steam! >CLICK< If you support what we are doing and want to help, Give it a like and add TO4: Tactical Operations to your wishlist! The more support we get on our steam store page the wider the audience and this will help us build a bigger and better community around our game.
TacByte says Hello!
It´s Sunday and this means we have a new devblog for you. The winter comes and some of us were sick with a cold, but we have made some good progression. Some parts of development are still top secret so stay tuned for more information. The devblog is a little shorter than usual. But I think we will have some more news for you by the time we get to Devblog #5.
For the last two months, I have worked on the corporate identity of TO4: Tactical Operations, but our group did not have a Studio name, we have now corrected that and named our studio TacByte. So now let´s get to the development.
So we are going to steam sometime soon so ssswing started to work on the frontend stuff for Steam integration, we should be listed in Steam soon if everything goes as intended. (we will let you know when we have everything up and running.)
Finally, after finding out how to work-around a major code bug, Epic (unreal engine developers) decided to fix the bug in the current engine version themselves. At least that's one bug gone. Our next alpha build will have a lot of critical bugs from the last alpha version fixed and should also be more stable. We have also done some code reorganization and optimization. Now we can finally get to write some new code.
Desert Eagle Animation
darksoe / th120 / slayer5530
We started implementing the first weapon animations. We needed to change the code to adapt it to how we wanted them to work with our game, but now the new workflow procedure will make further production faster and easier. The deagle is now 100% animated and in-game.
Macfrog is still testing and bug fixing the Master server.
This is my 3rd devblog and this means another two weeks have passed, Here is a bit of information before we go into the development. I changed the devblog a bit, I have cut out map changes because they are mostly only relevant for our alpha testers, no worries we still have that list in our forum and I will link it in the devblog when we release a new list, so you still get all that information in the devblog.
Some of our departments are working on some top secret stuff that means we can't disclose that yet! we still have a lot to share with you, this week some of the devs are not about and I have written the update news for them, the information is as usual approved, so let's go.
Bugfixing / Admintabs / Endround Screen
More alpha testers, more bugs have been found and they all have to be fixed. Some are difficult to fix some others are easy. To measure our progression I have started to track the bugs. We have fixed 124 Bugs, 35 are currently open and 16 bugs are pending (this means a fix is done it´s just not approved yet.), th120 is working hard on fixing them and every alpha tester can confirm he is doing a great job.
In the first devblog we talked about the Admin / User Managment system, we never showed how it "currently" looks, maybe that's something you would like to see, so let us know it in the comments.
Th120 also added end of round statistics, it shows how much damage you did, took and more, check the screenshot below.
Desert Eagle Animation / Votemap Tab
Sascha was a bit busy this fortnight. Lack of time and problems with his ISP (Internet service provider). Anyways, he still did some work on the Votemap Tab, it's still a WIP. Furthermore, will Sascha add slayer5530 animations into the game? Stay tuned!
Builds and Masterserver
Macfrog is still working on the master server but thinks he is almost done and ready for Tuesday's testing.
Atomic Plant Map
Vollgaser is still working on his map and you can follow his "own Map Devblog" by clicking HERE
For Vollgaser's map we want to use some custom assets, when you know someone or think you have the skills to help out, please contact me (chr) or ssswing via PM.
The testing sessions have improved a lot in quality and quantity since we added our new alpha testers. It´s very motivating to see such a dedication from each single new tester.
They lurk in the shadows of our closed alpha channel, always waiting for a new build, in order to hunt down all of those mean and nasty bugs that somehow found their way in our beloved game :-)
Cheers, keep up the good work!
And to all of you out there who are willing to join the closed alpha test team, come to our discord channel and keep your eyes peeled! We are going to extend the team every once in a while! In the meantime stay in direct contact with our developers, tell us what you want to see in the game and what you think about the features implemented so far.
While he waits for the first animation to be added to the game he already started new weapons and the community decides now which one he continues first, take a look at the screenshots! Give your feedback in the comments or in Discord.
Two weeks have passed and we have got to our next Devblog. Before we go into development I have got some information you might have missed
We launched our Twitter and Youtube accounts, currently, there is not much to see yet, but this will change over time. Also, we've had a new Level designer join our team, welcome vollgaser!
We have now moved completely to Discord and
Slack group has been shut down, we already surpassed a 100 Users, so from now on you only can see online users (bound by discord) and our “thefirst100” group is full. Thanks for the early support guys – we really appreciate it! Enough from me, let´s get started!
Unreal Engine 4.17
th120 / darksoe / macfrog
Weeks ago a update of Unreal Engine was released (4.17), we waited for the first patch of the new version. After that was released we decided to harmonize the versions, build engine and local editor. A engine update can cause a lot of troubles and it didn´t work flawless with the first try, anyways we made it and are up to date, sadly it took some time.
We had a relocation of our website, I also fixed the registration problems and some dead links. Let me know when you find more broken stuff and thanks for reporting!
Because we´re more alpha testers there are more bugs found. I was mostly working on bugfixes and optimisations. Let´s hope that the most are fixed again.
Level of Details
I still had some smaller issues with my setup but now everything is fixed and running, beside the engine update I jumped into a LOD report we had in our Bugtracker. This is normally not a high priority task but it was a good chance to test some new things out. As usual, nothing is set in stone and things might change again, still, I'm looking forward to your feedback!
The alpha testers picked the MAP-Blister and said it looks loveless so I played around with it. I added flying/blowing sand on the ground, it's an early WIP.
We had also a lot of reports about the brightness of the map, I lowered it and additionally, I changed the skybox to a more sunset looking. The stairs at Terror Spawn looked empty, so I made the first pass at changing that.
Text is nice darksoe but can you show us some screen? Yes, I got some raw footage for you.
I had some smaller issues with our master server, it is not stable, I'll have to write a new one. It will be a basic server with as little code as possible this is because later won't need it anymore. (it wouldn´t be smart to invest too much time into something we won't use in the future). Later the game will use Steams Master server.
I was looking for programmers and I ended up with an experienced level designer joining the team instead, His name is vollgaser. He has already shared his ideas in discord and talked to some of you, this means he is already working on his first map for TO4. His upcoming map will be something new, we don´t know if this will work, but we are willing to try it out. New objectives and a modern level design, we are really excited and we hope you are too!
He likes to work directly with the players, that's why he has opened an additional map Devblog where you can give him suggestions or just follow his progress... you can see that HERE
This week I worked on all the Map Bugs we had in our Bugtracker, I also made some balancing changes, keep in mind not everything is live yet, the next build should have all the changes. I removed the MAP-Flood of the Mappool because I abandoned the map, for now, future project.
Besides the changes to MAP-Blister I added new map icons for the Bomb/Buy/Rescue/Escape Spot so now you see in the HUD that you are in a zone.
- Fixed an unintended route to the roof of the riverbuilding
- Fixed broken materials of decals in the map
- Fixed unintended hiding spots on warehouse bomb
- Removed obsolete buildings in the distance
- Rework some parts of the landscape to make it more realistic
- Reworked a lot of shiny brick / concrete materials
- Fixed stairs @hotel blocking when you go up
- Fixed collision on various trees (was missing)
- Set hacking time of both actors to 12 seconds
- Fixed the place near Terror spawn where you could get off the map
- Rotated the glassdoor a bit more to give SWAT extra cover to get into the building
- Still concidering layout chacnges - needs more testing :)
- Removed glossyness on landscape / terrain
- Added extra boards to block off a road (close to Terrorist spawn)
- Placed SWAT spawn a bit to the back
- Placed Terrorist spawn a bit to the back
- Blocked sightline from Terrorist spawn directly to SWAT spawn
- Replaced some doorframes to better match the hole in the wall :)
- Fixed ladder mid building (still able to fly on it)
- Fixed balcony mid building (was detached from the building)
- Fixed terror bunker
- Fixed elevator @facility
- Fixed collision issue on rescue point (bridge) - you'd get blocked
- Fixed unintended route to facility by jumping the rocks
- Fixed ledges in tunnels where you get blocked when crouched
- Fixed jumpable / steppable ledges of the tunnels
- Removed all blue barrels due to feedback from testers
- Removed and replaced the door to lower bombspot due to feedback from testers
- Enlarged the bombspot area on both places after feedback from testers
- Changed skybox after feedback from testers
- Started adding small stuff to make the map a little more alive
- Added some "blown Sand" to the Map, makes it more lively (darksoe)
- Changed light intensity, light was much to bright (darksoe)
- Added LOD´s to Terror Spawn (darksoe)
satansboss / chr
We thought it´s time to let more people alpha test our game so we started our "apply for alpha tester" in discord, we already picked some new players out, we don´t announce who we've picked, but you will know who is an alpha tester by the user's nickname color. We have to change some things in the background to enable more players to play the game, hang tight!
Discord is still the best place to be recruited for the closed alpha, but for now, we have locked the channel, we have enough testers. We currently have 20 alpha testers + TO4 team, Sorry if you missed out, Please keep following our progress as we will be expanding the team.
We the TO4 team have to say thanks for all the recent reports and for the frequent bug tests you guys organize on your own, it is a lot of fun working with all of you, firm handshakes!
Desert Eagle Animation
I finished my setup and everything works now as intended, so I've started to animate my first weapon for the game the Desert Eagle, here you have some footage of my current work. I will try to deliver new content frequently for the devblogs, please give me your feedback in the comments, is there a weapon that should be done first? What shall I animate next?
chr - Public Relations
As I promised more news and more insight into the development, welcome to our Devblog #1. I will release a Devblog every 2 weeks, I think publishing the Devblog every 2 weeks on Sunday is a good starting point. Before we go into the development of the game, a shout out to our “TheFirst100” group in Discord, thank you for joining, you guys are amazing! A small reminder that we end our support on Slack at the end of August. We are also looking for a new Programmer, but this will be written in an upcoming blog or announcement, so if you are interested, stay tuned!
User Interface and Code
th120 - Programmer
I finished the user management (make teams switch teams), ban (kick ban) and user rights system (Admin, Semi-Admin).
Some more details to the system:
An admin can grant rights to the players on the server like kick, ban, make teams, game management (switch map), reserved slots access, etc.
This can be done easily in UI.
The ban management can be used to look for existing bans (also searching via steam id etc) and edit (duration, reason) or deleting them. It also shows info about the ban (created, banned by, banned on map etc.)
Of course, every ban is in an internal sqlite db, later the admins can decide whether they use sqlite or mysql. Mysql/maria db can be used on multiple servers. Both sqlite and mysql save the player and match stats (for mysql also round stats are planned).
Player: kills, deaths, suicide, accuracy for each body part (head etc.), score.
Match stats: round points, duration
th120 - Programmer
After death/round end it will show now more info. (head, body, legs)
Hostage / HDD Crash
darksoe - Programmer
I´ve added the hostage placement for both terrorists and special forces, it's not 100% finished yet but this will allow us in the future a variety of new scenarios, it means that not only the Special Forces have to rescue the Hostage but also the Terrorist units could be the rescuers. Furthermore, I investigated a bug with our server browser that let servers disappear, this should be fixed now. Sadly one of my HDD´s crashed in my Raid5, end of the story is all the files are rescued now but I have to copy all files back and install a lot of software this will take some time.
macfrog - Server
As I already teased in discord, the next build from the weekend will be the last one based on our own installer. We will delete some unneeded stuff, so the build package becomes smaller.
ssswing - Leveldesign
I worked and tweaked our maps again, we had an insane high ladder movement while climbing the ladders (like you would float) this is now fixed on all Maps. Furthermore, I added the blood effects to Hostage when they get shot. Our testers had good stable FPS so we are able to tweak and decorate them more.
ssswing - Leveldesign
Fixed the collision on the building near Special Forces
ssswing - Leveldesign
On the Map are two Laptops to hack, but you never knew which was being hacked, I changed this because the hacking time is just 10 seconds. Now both teams get notified which one is being hacked and it's possible to react quicker.
ssswing - Leveldesign
In one of our Closed Alpha play sessions, we found out that its possible to leave the “created” Border. This had to be fixed because it would otherwise unbalance the map.
ssswing - Leveldesign
We had some issues with Palm trees popping up into view, I've almost fixed them all, it's still not 100% done yet.
ssswing - Leveldesign
I'm still working on this one and its still very much a WIP, I will try to get this map ready for our Early Access release on steam but its unsure if I get it done in time. I'm at about 75% finished. I will inform you again when I got more to show.
ssswing - Leveldesign
Small changes on that one, I changed the size of the path behind Barrack A leading towards Barrack B. Additionally we fixed the jumping from Special Forces bunker onto Bararack A.
satansboss - Bugtracker
I've already planned the next Closed Alpha session, we will be extending the team in the near future. Stay tuned.
slayer5530 - Animator
I´m new to the development team and it takes some time to get all setup and upto speed with the project, i hope i can show you something in the next few weeks.