Sorry for the silence. It’s been a helluva week.
We’ve been cranking away at 1.31, and this week was stress-test week. Needless to say, with little sleep, 3 mewling kittens and a mewling kittens-mother, plus everything at work … I haven’t even glanced at the blog.
People seem to be really taking to 1.31. Many people were dubious about eye-candy overhauls, as is the main stay of 1.31. But seriously, this isn’t a few visual tweaks.
Also, once we get the host code changes properly bedded down (the beta cluster runs on 5x dual 800Mhz Xeons machines) there are some minor tweaks that really rock gameplay.
I already mentioned the turret-accuracy changes. That really plays out nicely. In the 200-odd player battles we had in the beta the last few days, you know when someone is targetting you.
You get to see shots walking their way to you, rather than one second the guy is shooting off 500ft to your right and then you drop dead.
The ragdoll stuff – I genuinely believed that was a ridiculous waste of dev time. But you have to have played it. If you’re an old WWIIOLer, you’ve seen the screenshots of “massacre at the bunker”s with 200 copies of the same dead body strewn around the bunker. And you remember chuckling at it.
Coupled with the visual and lighting tweaks, ragdoll gives those corpse-strewn scenes a new, darker tone that replaces the chuckle with a wee tweak at the hairs on the back of your neck :)
I’ve also dropped a little ninja-something into the event/intermission kill reporting, area-chat kill notices (for team-mates within say range)
(look at the bottom of the chat buffer)