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Early Access - Patch v.1.5.3366

Patch v.1.5.3336

June 15th, 2017

Brand new Patch with a lot of new features, changes and bug fixes. Let's get right to them!

 

New in-game HUD and Main Menu UI adjustments:

We felt that while we received a lot of positive feedback for our previous in-game HUD, it could be improved or even redone completely. We took it upon ourselves to form a UI that was both good looking visually but also user-friendly and at the same time incorporating all the suggestions and feedback we had received from the previous one.

New HUD and Cicuma Forest

Energy and Health are now relocated on the bottom left corner of the HUD and received glow effects.

The mini-map has been redesigned while we improved your hovercraft’s and enemies’ hovercraft’s positioning.

The abilities tab has been moved to the bottom right of the screen. The icons have received a visual update and we also have added a glow effect depending on, if the ability is on cooldown, being used at the time and when it is off cooldown. We moved the timer of each ability to the left of each icon and created a progress bar to show how much time left of that ability remains.

 

We have also updated the Main Menu UI, with bigger buttons, clickier than ever, clearer texts and visual feedback.

   


 

 Cicuma Pulsatrix and new HUD Crash Force

 

New Hovercraft - Cicuma Pulsatrix

We are so happy to present you Cicuma Pulsatrix. In fact we were so hyped ourselves that we started a Rave Party!!

 

 

Cicuma Pulsatrix is the medium-sized hovercraft from the Cicuma family. Pulsatrix is an all-purpose hovercraft with well-rounded properties but excels in Velocity and Skirmishing.

 

Cicuma Pulastrix Abilities:

 

Rocket Hail: Pulsatrix casts a rain of rockets that fall upon a targeted area damaging all enemies inside.

 

Flash Bang: Pulsatrix overload all nearby enemies visual feedback blinding them for a period of time.

 

Cicuma Puppeteer: Pulsatrix creates exact replicas of its own body at random locations in an area around it.

 

Cicuma Blend: Pulsatrix camouflages itself and blends in with the environment utilizing the nanites of its body.

 

We have prepared a few screenshots of Cicuma Pulsatrix while in-game along with its two Bodykits/Skins, Illuminator (yellow) and Crusader (red) as shown below:

 

 

 

All the abilities, skins and VIDEOS of each ability are on our Wiki page here:

http://crash-force.wikia.com/wiki/Cicuma_Pulsatrix

 


 

Capture The Capacitor in Crash Force

New Game Mode – Capture The Capacitor

We are very happy to announce that we have made available our third Game Mode called “Capture the Capacitor”. Capture the Capacitor is a Capture the Flag game mode, that was adjusted to fit the playstyle, gameplay and sci-fi theme of Crash Force.There are two Teams on this map, that need to protect their own Capacitor (marked as blue) and capture the opposing team’s Capacitor (marked as red) and bring it back to their base without dropping it to score a point.

The team that scores three Capacitors points wins the game. The player that acquires a Capacitor is unable to cast abilities but can still maneuver, attack and dash to any direction to escape death. When an opposing team member kills the Capacitor carrier, the Capacitor is dropped to the ground. A member of the same Capacitor team as the carrier can then pick up that Capacitor and finish the job, or a member of the opposing team can pick up the Capacitor and immediately return the Capacitor to its base.

We have prepared a small preview video showing gameplay from CTC:

 

A gallery showing moments and in-game notifications of objectives of CTC:

 

 We are looking for ideas, suggestions, and feedback on our new game mode! While Capture the Flag is a well-known game mode, we are open to suggestions, to improve the feel, uniqueness, and difficulty of it.

 


 

Shooting Range Splash Screen in Crash Force

New Game Mode – Shooting Range

We are very excited to finally release Shooting Range.

Shooting Range is a place in a distant galaxy far away from where young hovercrafts practice their new-found abilities and test out their mechanics. In this mode, you will be able to test all available hovercrafts against moving targets, rooted in place targets and test your abilities to perfect the timing of your combos as well as test the range of each ability likewise. We have prepared a small video showing some of the in-game areas of Shooting Range:

 

 

Just a quick note that, in order to change your selected hovercraft, you just have to head to the room you spawned when you first entered the Shooting Range. When you enter that room a pop-up will appear that lets you choose another vehicle. We have captured a few in-game screenshots of the Shooting Range:

 


Mid-Game Hovercraft selection screen

Entering in a match while the match was already in progress will now let you choose a hovercraft before spawning. We think this addition will help people to join in progress games without fearing on which hovercraft they would get when they spawned mid game. Note that when you enter a game mid-way your score will be reset. Meaning that if you leave an in-progress game and then try to re-enter that match so you can choose a different hovercraft will reset your score. In addition, creating a match without any other players will close after you quit the game. 

 Hovercraft Selection Screen - Mid Game

The following picture was taken in Shooting Range but nonetheless, it is quite similar in other Game Modes and maps. 

 


 

Buddy System and CTC

 

Buddy System – Steam Friends Invitation System

Our testers wanted a buddy invite system, where they could invite their Steam friends to play Crash Force with them and therefore we created the Buddy System.

In order to invite a friend to a party in Crash Force, you have to already be friends on Steam and also that friend needs to have Crash Force in his/her Steam library and installed on his/her PC.

The next step is for you and your friend/s to login into Crash Force and hit Quick Play. When you enter the Quick Play area, you will be able to see all your Steam friends that own Crash Force in separate lists depending if they are Online or Offline. If none of your friends are online then you can skip and queue up solo.

By clicking on the plus (+) button next to each buddy you will invite him/her to your party (and therefore be the Party Leader of the party).

Your friends will then be prompted by a pop-up on the bottom right of the screen to accept or decline your invitation (Fair warning: refrain from Declining Invitations at the moment as they seem to bug out the system, instead accept the invitation and then leave the party. We are working on a patch to fix this issue).

Buddy Invitation in Crash Force

After every one of your buddies are in the same party, the Party Leader can then can queue up for the desire Game Mode. In the next screen, we are showing the perspective of the Party leader, where the player can kick a party member by clicking the "X" button next to party member. The Party Leader can also disperse the party, by clicking the ":Disperse Party" button on the bottom left of the screen. Party members can exit the party, by clicking on the Exit button on the bottom left corner of the screen (where "Disperse Party" button is now). When the Party leader queues up for a Game Mode, only the Party leader can stop the queue timer.

Buddy System Queuing up

When the queue timer ends, the party members will move to the lobby screen and either be on the same team (for Team Showdown and Capture The Capacitor) or in the same Lobby but oppose each other (in One Man Wolfpack). You can opt out of the Lobby by clicking the "Leave Game" button on the bottom of the Lobby screen.

Lobby in Crash Force

When the match ends, you will automatically be allocated to the next lobby to fight against other players or bots, in the same or opposing team depending on which game mode you have selected.

If by mistake, your Party Leader chose the wrong Game Mode, you can all leave the lobby, your party will be disbanded. You can create the party in the same procedure as described above and queue for the desired Game Mode.

 


 

Finally, we fixed several bugs, made graphical changes and optimized Crash Force which are listed below:

 

Bug Fixes:

-Fixed an issue where equipped paints would not show up in menu.

-Fixed an issue where the match end card would show bogus loot box earnings.

-Fixed an issue where maps would not rotate.

-Fixed an issue with collisions in the tutorial.

 

 

Graphics changes:

-Cicuma Forest revisit.

-Clava Diphylla's Berserk New fx.

-Clava Acadica's Cicuma Shift new fx.

 

Optimizations:

-Garbage collection optimization.

-Network optimization.

Devlog - Creating Loot boxes

Creating the Loot Boxes in Crash Force.

Our very own CG Generalist, Claudia worked on the concept and creation of our shiny new Loot boxes, that were introduced in Patch v.1.5.3105.

The first task was to create a concept of the Loot box. We took inspiration from loot boxes in Overwatch, CS:GO and various mobile game loot boxes. 

Each loot box's appearance and complexity were based on the rarity of each loot box. We have prepare a few rendered screenshots for each loot box below:

 

 

Common :     Material: Iron , Emissives: Lightblue

 

Uncommon  :  Material: Bronze , Emissives: Darkblue

 

Rare  :      Material: Silver , Emissives: Orange

 

Legendary  : Material: Gold , Emissives: Purple

 

Each Lootbox has its unique material that complements its value, and uniquely emissive colored accessories.

 

Additionally, we thought it would compliment each loot box to have its own unique way of opening and revealing their capsule holder that lies

within, as shown in the next videos:

Common Loot box:

 

Uncommon Loot box opening animation:

 

Rare Loot Box opening animation:

 

Legendary Loot Box opening animation:

 

All Loot boxes opened at once for comparison reasons:

 

 

The rigging process was fairly simple. However to be imported into Unreal Engine 4, the joints

in the rig had to be directly parented, otherwise the import would split the object into multiple

rigged objects.

 

Overall, the entire process of modeling, rigging and texturing process, required a day or two for each loot box to be completed.

 

  

Entire process of rigging (1hour) for the rare lootbox can be seen in this link:

 

Entire process of texturing for the rare lootbox can be seen in this link:

 

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Early Access - Patch v.1.5.3105

Patch v.1.5.3105

May 21st, 2017

 

Bug Fixes:

  • Fixed some issues with map collisions.
  • Fixed an issue where Victories were not being given.
  • Fixed in-game Steam achievements awarding.
  • Fixed Skills Tree issues.
  • Fixed Team Showdown countdown issue.
  • Fixed an issue where max level players would not travel to the next map.

 

Changes:

  • Bots now cast abilities.
  • Minimap has been changed.
  • Changed how Clava Diphylla's first ability is cast (more accurate).
  • Added ally/enemy(blue/red) outlines on hovercrafts for better visibility.
  • Changed how Aquila Wormhole is used (You can now go through walls!!!).
  • Tutorial Revisited (Still in Progress).
  • You can now open your earned lootboxes in the profile overview tab.

 

Graphics changes:

  • Changed Hornet's particle.
  • Changed Oxidation's particle.

 

Optimizations:

  • Further GPU optimizations.

 

 

Graphical Changes of Crash Force

Graphical Changes of Crash Force

 

Since our latest patch (v.1.4.2883) we have introduced a new shader to Crash Force. This shader is applied by implementing in UE4, a post effect to both the Camera and as a Post Process Volume. The Sobel Effect of the Edge Detection and the RGB decolouration are implemented on the Volumes throughout the maps. The Grain FX and the rest of the lens artefacts have been implemented directly on the players' cameras. We chose to allocate the lens effect on the camera so we could keep things tidy.

This graphical change was implemented first in our map Aquila Plains, as you can see from the editor screenshots below:

 Aquila Plains graphic changes of Crash Force

Aquila Plains map graphical changes of Crash Force

Aquila Plains map graphical changes of Crash Force

Aquila Plains map graphic changes of Crash Force

Then Cicuma Forest (our second map) was adjusted accordingly as you can see below:

Cicuma Forest graphical changes of Crash Force 

Cicuma Forest graphical changes of Crash Force

Cicuma Forest graphical changes of Crash Force

Clava Tombs, our last map was then adjusted to match the rest of the changes of the other two maps:

 Clava Tombs graphical changes of Crash Force

Clava Tombs graphical changes of Crash Force

Clava Tombs graphical changes of Crash Force

Lastly, our Main Menu "room" was then adjusted to meet the map changes:

 Aquila Plains in game screenshot of Crash Force

Cicuma Forest in game screenshot of Crash Force

Clava Tombs in game screenshot of Crash Force

Overall, we think that this art direction really benefits Crash Force and gives it a futuristic sci-fi approach, and at the same time solves the issue of low brightness in specific areas of our maps and pops out the detail of both the hovercrafts and map.

 

We posted a small gaming clip to on Facebook to show the graphical changes in Aquila Plains :

 

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Early Access - Patch v.1.4.2833

Patch v.1.4.2833

April 26th 2017

 

Bug Fixes:

  • Fixed an issue where sometimes the lobby counter would reach 0 but the server would not travel to the next map.
  • Fixed an issue where the skill trees would not apply until respawned once.
  • Steam achievements are being awarded when logging in as a workaround until in-game awarding is fixed.

Changes:

  • Changed the camera location (slightly to the right), for a clearer view and aiming (an option to change between sides or set the camera to the middle is coming in a later patch).
  • Added 2 more bots(Myotis, Acadica).

 

Graphics changes:

  • Introduced a new shader to enhance the Environments' vibrance and general visibility.
  • Overall artistic fidelity has been enhanced with Sobel Edge detection.
  • After consideration of user feedback, Saturation and Brightness have been pumped up.

 

Optimizations:

  • Reduced the resolution of certain lightmaps to optimize the performance of the texture streamer.
  • Network optimizations.

Early Access - Patch v.1.4.2710

Patch v.1.4.2710

April 5th 2017

 

Content Additions:

  • Added 100 new hovercraft decals.
  • Added 2 new body kits for Diphylla.
  • Added 2 new body kits for Myotis.
  • Added 51 Metallic Paints.
  • Added 51 Matte Paints.
  • Added 51 Emissive Paints.
  • Added 51 Carbon Paints.
  • Added 51 Pattern Paints.
  • Default Bumpers for all available hovercrafts have been added.
  • Added SFX for several abilities (Still A work in Progress).

 

Features:

  • General Hovercraft Customization (Paints, Body Kits, Decals, Bumpers).
  • Melee Attack - Pressing the Right Mouse Click has been changed from aiming down the sight, to the newly added mechanic of Melee Attack. 
    (Still a work in progress, thus any flaws in mechanics and functionality should be expected.)
  • Added switch between input bindings functionality.

 

Changes:

  • Major Graphics Boost.
  • Changed the particles of several abilities.
  • Changed the Level Progression System (UI feedback integration, is still a work in progress).
  • Changed Secondary Weapons' range.
  • Various visual enhancements on Aquila Plains Map.

 

Bug Fixes:

  • Diphylla was causing the screen to flash when the camera mode was unlocked.
  • CC abilities such as Stun and Confusion where conflicting each other and couldn't be activated at the same time.
  • Steam Achievements should now be completely functional.

 

Minor UI enhancements:

  • Lobby Screen now shows the selected hovercraft name inside the Player Information Row.
  • Added UI SFX to enhance the general feedback upon pressing and hovering buttons inside the Main Menu Screens (Still A work in Progress).
  • Added Melee cooldown indication on HUD.

 

 

 

Giveaway - Steam Early Access

We are giving away Early Access Keys for Crash Force! Join the Crash Force Universe and battle against your friends and enemy players to reach the top. Explosive battles, outplay potentials, strategic playmaking in an addictive action shooter with multiple hovercrafts to choose from. Are you ready?

 Follow the link to enter the competition:

Early Access Steam keys of Crash Force

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Early Access - Patch v.1.3.2438

Patch v.1.3.2438

 

17 MARCH

 

Changes:

  • Server will now rotate through the 3 available maps
  • Entering a queue now will open a lobby and the countdown will start the game with as many bots needed to have a 3v3 match(based on actual players in lobby).
  • If you enter the queue and there is a game that is in progress without the minimum number of players(12), you will be added in the match.

 

Bug Fixes:

  • General Optimization. Better FPS, Better performance overall.
  • Fixed an issue, where the Garbage Collector would cause the game to lag.

 

Minor UI enhancements:

  • Increased the size of the combat chat.
  • Adjusted the position of the status feed.
  • Improved the Scoreboard design.
  • Redesigned Ammo Packs.
  • Added SFX (in progress).

Creating Crash Force - Character Part 2

Creating Crash Force - Character Part 2

 

Hello, everyone! Last time we saw how we created our hovercraft system and incorporated it in the Shooter game example provided by Unreal Engine 4. Today, we will see how the shooting system was implemented and why. First things first, the very first shot ever fired by a hovercraft in Crash Force was a "cheat". What I mean by that is we made the hovercraft "hold" a weapon on its turret and shoot it. Then, we went and created bone sockets for our weapons to fire from and assigned to each hovercraft a weapon that would be the one it would fire. We created projectiles for those weapons and handled the properties of those projectiles (i.e. damage, range, ammo, fire rate). Now, each hovercraft had a weapon it could fire. 

 

 

Playing with weapons a new suggestion came to the table. What if each hovercraft had two weapons? We fancied the idea of being able to wield two weapons instead of one, so we started walking down that avenue. We created two different weapons per hovercraft and assigned them these weapons. Then we created a slot where the equipped weapon would be held in memory, where the other one would be considered holstered or not equipped. We created the logic behind toggling weapons and firing the equipped weapon only and voilà.

 

 

 

Now all that we thought was left weapon wise, was to create different weapons for each hovercraft and assign them those weapons. This is how we created the base of our weapon system. 

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