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Naila

Compulsion Team
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Everything posted by Naila

  1. Hello, Thanks for the feedback, I sent it to our audio team Really glad you are enjoying the game!
  2. Hello, No the main story line hasn't been updated. It won't be until 1.0 comes out, or unless we decide to tease a little something before then.
  3. Hey @JohnnyBoy, We would need the complete information of your specs
  4. @AndyDavies Thanks for the feedback! Do you call these overalls? Over here we call them coveralls but I think it might be Boilersuit in the UK. I will pass the info to team to discuss it
  5. Hey @Lily_flufflybottom, We are looking to implement this in the game
  6. You could if you found the blueprint for it, but the chances are very small.
  7. Hello, We do not have any motion blur, but you can try disabling Head Bobbing in the settings, this might help fix your issue
  8. Hi everyone, Yesterday, after 3 months of hard work, we released the Clockwork Update for We Happy Few! We hope that you have been enjoying it. It has been a tough update for us, because working on the same content for 3 months (as opposed to creating lots of new stuff!) is pretty draining, but we are much, much happier with how the build is performing. We’d also like to thank Clara (one of our new team members!) for doing such a great job on this update video: So, now that we’ve got this out into the wild, it’s time to get back to business on creating new, fun and awesome stuff for you to play! Including, of course, the main story. Art Team Marc-André Throughout this week, I've been working up on assets and staging of an exciting story location. However, since we don't want to spoil some of the game's surprises, I can't show anything artsy here pertaining to that. What I can show, though, is a side project I've been working on. I've been diving into MEL scripting and have been creating two custom pie menus for Autodesk Maya. Pie menus are user customizable UI elements that appear on screen. They allow the user to quickly access its tools and also, when custom scripting is involved, automate certain tasks. The first menu is primarily for modeling/UV use. It has various commands that make applying vertex colors on an object much more easier - and faster - than with built-in Maya tools. The second pie menu is the biggest time saver though. It is used for baking the id, normals and ambient occlusion maps. By using a custom script I wrote, it automates the baking process by configuring the Turtle renderer parameters. Up to now, us environment artists had to manually reconfigure all of the settings each time we baked a new object - and some multiple times throughout the baking process. I can say that this tool easily makes us save ten if not more minutes per asset, which amounts to a whole lot when you consider the amount of assets that we go through each week. I do plan to add more features (and new pie menus) in the following weeks. Emmanuel Now that the new shelter is out, I can finally break my silence to show you what I worked on! I created a brand new modular trim and bevel material inspired by Sunset Overdrive’s ‘’Ultimate Trim’’ concept. This allows for really quick and fun modeling, kinda like playing with legos and help save a huge amount of time for creating customs modular environment assets. QA Team Stephanie Hey Downers! ♫ In the second week of December the team gave to me - a release candidate filled with 860+ fixed bugs, 380+ tasks completed, a couple boxes of doughnuts and at least one large glass of whisky ♫ Since our major refactor, my main focus has been testing and verifying fixes with our previously fragile quest system (RIP Faraday's epic misadventures - 'nuff said). I want to thank everyone in the WHF community who have helped us track down various issues by emailing us, posting in the forums and uploading videos in the last few months - you guys rock! Lee Greetings to all residents of Wellington Wells! This is my first entry for the weekly journals, but I’ve been with the team for a little over 2 months testing the game and helping to log as many issues as possible. Our goal with this most recent update is to give the community a much smoother gaming experience on both PC and Xbox One. This includes improvements to stability, general performance, save/load persistence and making sure the encounters currently in the game can be completed. While testing the refactoring of encounters and the new save system has been a challenge, these new systems will make introducing new content in the future go much more smoothly. As always, we love to hear what you think on the forums so we can improve the game, and your help in tracking down rare or difficult to reproduce issues is invaluable to us during early access. I leave you with an example of what our day tends to look like on the QA team: Design Team Adam I have been working on another exercise. A Crafting RGD (rational game design). What I’m doing here is taking every craftable item in the game, and listing out the ingredients it requires. This gives me a great overview of how many of each type of ingredient I would possibly need to craft one of every type of item. Just on paper, we have already seen some balancing issues that needed to be taken care of (you’ll see a few of them in our next major release). This also tells me what ingredients I need most during the beginning, mid-game, and end-game. There are a few other things I’m working on, but I’ll hold onto those until they are more fleshed out. Happy Holidays! Animation Team Vincent Hallo! This week I’ve started to add some hand poses for NPCs. So far when they receive a gift, they just played an animation and the object usually went through the hand in a quite ugly way… Well, hand poses will improve that, Marc (Programmer) has finished the system last week and I’ll progressively add poses for each of the giftable objects! (Video coming next week) I’ve also worked on creating new animation for the final stage of the plagued wastrels. We might improve a few more things, but at least they kind of stand out more now… we’ll show you how it looks next week when the behaviour is fully integrated! (Meanwhile, the rest of the anim team is on secret missions involving cinematics and story, or so I’ve been told) J.R. Hi! As Vincent said, a lot of what we're working out right now is a little bit secret. Basically on my side I've been touching up the introduction of our friend the mad scotsman! This week, I was making animations for some of the treacherous areas surrounding his residence. I’ve put in a small clip in the next animation video, watch your step! Thanks for tuning in! Compulsion Team
  9. Hey all, The Clockwork Update is finally live. If you have any feedback or encountered any issues please let us know in this thread. Thanks!
  10. Hi everyone! After three months of hard work deep in the guts of the game, we are finally surfacing with the Clockwork Update. This update improves the technical performance and quality of what’s currently in the game, by refactoring and improving almost every encounter. If you would like to watch a quick video introducing the changes, you can find one here: This update introduces a number of technical systems that we’ll explain more below. We also address the disconnect between the intro and the beginning of the game by implementing a new shelter, which shows how Arthur got to where he is. There are also too many bug fixes to list, but we have listed a few of the major ones below. We hope that this will provide a much higher quality experience to all players out there, and will allow us to focus more on new content and better gameplay moving forward. PSA: Please be aware that due to the wholesale quest/save system changes, previous save games are incompatible. Under The Hood • Quest state system: Every encounter/quest in the game is now built using a new quest state system. This system changes quest tracking from a scripting-based system to a code based system, where the game knows at all times exactly where you are in any given quest. This makes it much simpler for us to create encounters, and also much more reliable. We no longer need to have complicated scripts tracking save/quest/item situations, and instead can focus more on gameplay and making cool things. • Improved save/load: The quest state system also ties into a new save system, which should allow for much more robust saving. Please keep in mind that when you load a game you may find Arthur on a bench reading a paper. Likewise there are some areas (eg the Mystery House) where you will no longer be able to save, as to do otherwise allows exploits and errors when completing encounters. • Faster save/load times: As a consequence of the new quest state/save systems, autosaving is now significantly faster, and loading is faster too. • Conversation mode: When talking with an encounter NPC (eg someone with specific dialogue and purpose, rather than the systemic NPCs), you will now enter conversation mode. Little black bars will come down around you, and you will effectively be isolated from the outside world while you talk to them. This means we can place better animation with the VO, and quest givers can’t be interrupted by other NPCs, or you, or them. Aka, the game won’t lose the plot as much any more, and it’ll be slightly better more cinematic. • Puppet system: NPCs can now have highly scripted behaviour, instead of their normal systemic behaviour. The puppet system allows us to remove their systemic brains and give them specific actions to do, rather than having the two systems fight (which led to all manner of crazy shit). • Consistent map marker behaviour: Map markers should now be reliable and operate consistently. When you see an encounter, you will see an encounter marker to let you know that something is over there. Once you are given the first stage of the quest, you will have encounter markers telling you where to go. • Improvements to manual quest tracking and map markers. Encounters • New shelter! Arthur now has a new starting shelter, which provides a cleaner and more streamlined introduction to the basics of crafting and combat. • Refactored encounters: The following encounters have been refactored by re-implementing them with the new puppet, conversation and quest state systems: • If You Give a Pig a Pancake • Mushroom Log • Looks Like Rain • Biological Hazard • Fine Cuisine • It's A Terrible Life • Crazy Legs • Lovebirds • Blood in the Streets • House of Faraday • Walkabout • Moon Juice Leech • Campfire • Lilies of the Field • Bees • OD Wellie • Record Location 1 • Record Location 3 • Altar of the Yam • The Dollhouse • Cult of Jack • Hallucinogenic Salad • Wounded Wastrel • Mine! Mine! All Mine! • Bring Out Your Dead • Where's the Power • Public Works • Shibboleth • The Vandals Took the Handle • Altar of the Yam • Mystery House • Popped Popper • Improved realization: Along the way, the following encounters have had their realization dramatically improved, by introducing better animation, better VO, better tool tips, better art, and/or working map markers: • Mysterious Chest • Mystery House • Doll House • Fine Cuisine • Biological Hazard • OD Wellie • Public Works • Mushroom Log • It's a Terrible Life • Where's the Power? • Walkabout • First Marriage • Hallucinogenic Salad • Green Thumb • Altar of the Yam • If You Give a Pig a Pancake • TV Altar • Campfire • Crazy Legs • House of Faraday • Popped Popper • Moon Juice Leech • All encounters should now be completable. • Faraday should no longer be capable of blocking your progression. This is so important that it deserves its own line in these notes. • The House of Curious Behaviours and the bridges have not been refactored, but will be next time. • Tea Time and Lovebirds have been removed for now, because they were not good enough. We will rebuild them. Better. Faster. Stronger. • The can of grapefruit juice in White Tree Park can now be picked up. Environments • The houses in the Village of Hamlyn have been dramatically improved. • Additional house variations in the Village are available. • Village houses now have exterior signs to add a little bit more happiness to the environment. • Archways and other decorative elements have been added to the Village. Animation • Integration of “Turn in Place” animations. In certain AI states, the NPC will play an animation to face the player instead of sliding. • New corpse interaction animations for picking up, dropping and throwing corpses. • Added interaction animations for trap controls when using the trap disarm tool and polarity device. • More talking animations for encounters. Mostly to fit new initial postures, like sitting on the ground, sitting on benches, laying down, etc. • Improved sitting animations for certain NPCs. They now pull the chair out and slide it back in. Allows us to compact the chairs and tables closer to each other for more room around these objects. • New two-handed combat animations for NPCs for cricket bats, shovels, etc. • Added down-to-up melee animations for the player, for more variation with one-handed weapons. • New base animations for plagued wastrels (walking, idle, etc). UI/HUD • Throw/Drop corpse interactions switched. • Aim acceleration settings are now saved. Gameplay • NPCs now have a very short delay window between when you walk into their line of sight, and when they notice you. This means stealth is now more forgiving, and more viable. • Histoplasma mushrooms now have a (temp!) visual effect, and are required to enter certain areas. Take a look around for clues. • The Advanced Electro Lock Shocker should now operate on any lower tier objects. • The materials required to craft certain items have been generally reduced. Bug Fixes • Low spec PCs should no longer crash every 10-15 minutes. • Various crash fixes. • Floor materials have been mostly corrected across the entire game, so the correct footstep sounds should occur. • Too many quest/encounter bugs fixed to list here. At this point, we have very few known bugs that block progression, and some minor ones relating to animation etc. • The game should no longer reset to day 1 randomly. • Looted pickups no longer reappear after save/load. • It is now safe to place items in containers other than the personal safe. • Items dropped on ground will be deleted after save load. • The final island now always appears.
  11. Hi all, It has been three months since our last game update and we are excited to announce that the wait is finally over! Today we are releasing the Clockwork Update on both PC and Xbox One! We created a video which introduces the new changes present in the update. For a more detailed list of the changes, head down below to the patch notes! This update introduces a number of technical systems that we’ll explain more below. We also address the disconnect between the intro and the beginning of the game by implementing a new shelter, which shows how Arthur got to where he is. There are also too many bug fixes to list, but we have listed a few of the major ones below. We hope that this will provide a much higher quality experience to all players out there, and will allow us to focus more on new content and better gameplay moving forward. PSA: Please be aware that due to the wholesale quest/save system changes, previous save games are incompatible. Under The Hood • Quest state system: Every encounter/quest in the game is now built using a new quest state system. This system changes quest tracking from a scripting-based system to a code based system, where the game knows at all times exactly where you are in any given quest. This makes it much simpler for us to create encounters, and also much more reliable. We no longer need to have complicated scripts tracking save/quest/item situations, and instead can focus more on gameplay and making cool things. • Improved save/load: The quest state system also ties into a new save system, which should allow for much more robust saving. Please keep in mind that when you load a game you may find Arthur on a bench reading a paper. Likewise there are some areas (eg the Mystery House) where you will no longer be able to save, as to do otherwise allows exploits and errors when completing encounters. • Faster save/load times: As a consequence of the new quest state/save systems, autosaving is now significantly faster, and loading is faster too. • Conversation mode: When talking with an encounter NPC (eg someone with specific dialogue and purpose, rather than the systemic NPCs), you will now enter conversation mode. Little black bars will come down around you, and you will effectively be isolated from the outside world while you talk to them. This means we can place better animation with the VO, and quest givers can’t be interrupted by other NPCs, or you, or them. Aka, the game won’t lose the plot as much any more, and it’ll be slightly better more cinematic. • Puppet system: NPCs can now have highly scripted behaviour, instead of their normal systemic behaviour. The puppet system allows us to remove their systemic brains and give them specific actions to do, rather than having the two systems fight (which led to all manner of crazy shit). • Consistent map marker behaviour: Map markers should now be reliable and operate consistently. When you see an encounter, you will see an encounter marker to let you know that something is over there. Once you are given the first stage of the quest, you will have encounter markers telling you where to go. • Improvements to manual quest tracking and map markers. Encounters • New shelter! Arthur now has a new starting shelter, which provides a cleaner and more streamlined introduction to the basics of crafting and combat. • Refactored encounters: The following encounters have been refactored by re-implementing them with the new puppet, conversation and quest state systems: If You Give a Pig a Pancake Mushroom Log Looks Like Rain Biological Hazard Fine Cuisine It's A Terrible Life Crazy Legs Lovebirds Blood in the Streets House of Faraday Walkabout Moon Juice Leech Campfire Lilies of the Field Bees OD Wellie Record Location 1 Record Location 3 Altar of the Yam The Dollhouse Cult of Jack Hallucinogenic Salad Wounded Wastrel Mine! Mine! All Mine! Bring Out Your Dead Where's the Power Public Works Shibboleth The Vandals Took the Handle Altar of the Yam Mystery House Popped Popper • Improved realization: Along the way, the following encounters have had their realization dramatically improved, by introducing better animation, better VO, better tool tips, better art, and/or working map markers: Mysterious Chest Mystery House Doll House Fine Cuisine Biological Hazard OD Wellie Public Works Mushroom Log It's a Terrible Life Where's the Power? Walkabout First Marriage Hallucinogenic Salad Green Thumb Altar of the Yam If You Give a Pig a Pancake TV Altar Campfire Crazy Legs House of Faraday Popped Popper Moon Juice Leech • All encounters should now be completable. • Faraday should no longer be capable of blocking your progression. This is so important that it deserves its own line in these notes. • The House of Curious Behaviours and the bridges have not been refactored, but will be next time. • Tea Time and Lovebirds have been removed for now, because they were not good enough. We will rebuild them. Better. Faster. Stronger. • The can of grapefruit juice in White Tree Park can now be picked up. Environments • The houses in the Village of Hamlyn have been dramatically improved. • Additional house variations in the Village are available. • Village houses now have exterior signs to add a little bit more happiness to the environment. • Archways and other decorative elements have been added to the Village. Animation • Integration of “Turn in Place” animations. In certain AI states, the NPC will play an animation to face the player instead of sliding. • New corpse interaction animations for picking up, dropping and throwing corpses. • Added interaction animations for trap controls when using the trap disarm tool and polarity device. • More talking animations for encounters. Mostly to fit new initial postures, like sitting on the ground, sitting on benches, laying down, etc. • Improved sitting animations for certain NPCs. They now pull the chair out and slide it back in. Allows us to compact the chairs and tables closer to each other for more room around these objects. • New two-handed combat animations for NPCs for cricket bats, shovels, etc. • Added down-to-up melee animations for the player, for more variation with one-handed weapons. • New base animations for plagued wastrels (walking, idle, etc). UI/HUD • Throw/Drop corpse interactions switched. • Aim acceleration settings are now saved. Gameplay • NPCs now have a very short delay window between when you walk into their line of sight, and when they notice you. This means stealth is now more forgiving, and more viable. • Histoplasma mushrooms now have a (temp!) visual effect, and are required to enter certain areas. Take a look around for clues. • The Advanced Electro Lock Shocker should now operate on any lower tier objects. • The materials required to craft certain items have been generally reduced. Bug Fixes • Low spec PCs should no longer crash every 10-15 minutes. • Various crash fixes. • Floor materials have been mostly corrected across the entire game, so the correct footstep sounds should occur. • Too many quest/encounter bugs fixed to list here. At this point, we have very few known bugs that block progression, and some minor ones relating to animation etc. • The game should no longer reset to day 1 randomly. • Looted pickups no longer reappear after save/load. • It is now safe to place items in containers other than the personal safe. • Items dropped on ground will be deleted after save load. • The final island now always appears. Thanks for tuning in! Compulsion Team
  12. Hi everyone, December is finally upon us, closing what we think we can all call, a crazy year. This isn’t the last weekly journal, as we still have a few weeks before Christmas break and the final update of the year coming up on December 8. The team has been working this week on Xbox One optimization and lots of behind the scenes story work. When we integrated Unreal 4.13, a bunch of our previous optimizations were overwritten by default Unreal code, meaning that our programming team is slowly piecing things back together. Likewise our level design team has effectively built out Arthur’s story, and while we can’t talk too much about that yet (for obvious reasons), it’s great to see the story and gameplay missions taking shape. Without further ado. Audio Team Chris I made a video this week showing the new music system! This is a procedural system that allows the music to remain seamless across a range of different states - suspicion, combat, on joy, off joy, etc. It’s pretty cool, and allows for significantly more variation so you won’t be listening to the same thing nearly as often. Narrative Team Lisa You already know you should be taking your Joy. But where does Joy come from? Who invented it? What’s in it? I’ve been working this week on environmental narrative that will reveal the secret history of Joy, if you look carefully through the environments. The Compulsion team had an existing idea about the origin of Joy, but a writer’s job is to make sure we’re telling the most interesting, yet “true” possibility. So I’ve been noodling various ideas: Was it a military experiment? A witch’s spell recipe? Crackpot 19th century brain science concoctions? A WW1 herbal remedy for shellshock? Or something else? It looks as though we’ll end up going with our original idea, but enriched from playing around with the other possibilities. I’ve also been working on environmental narrative that will tell you what caused the nasty, phlegmy plague the Wastrels are always coughing on you. The answer is inspired by the real-life Great Fog of 1952 (which I learned about from an episode of THE CROWN), combined with someone doing Something Naughty. Don’t you want to know who? Of course you do! Design Team Adam This week, I have been working on some secret story stuff which I can’t mention just yet, but I can mention that I have been adjusting some values for recipes. For example: creating a Torn Suit used to cost a Proper Suit. To me, this was crazy. So I made it cost 1 sewing kit and 3 cloth scraps instead, so we can create the base level suit from scratch. I have also been looking at the global blueprint of the game, and seeing which quests go where, and which ingredients are from which zone, etc. This is an important step in balancing the game, and is part of a process called Rational Level Design. The idea is that we’ll be able to spread things out and review the pacing of the game just by looking at it on paper, so that there is a good balance of content, difficulty, etc and everything makes sense where it is. One example of this is the Sunshine Pill recipe. It used to require 2 rotten mushrooms to craft. Looking at the Blueprint, we realized that there were only a handful of rotten mushrooms even available. So, now it requires 1. Art Team Guillaume Hi everyone! This week I’ve been working on a new location with Marc-André, making props and learning to do more modular assets such as railings and marble floor. I’ve also finished implementing the cannon I’ve made in the old fountain scene and added some plants to give it more the look of an abandoned place. Have a good weekend! Marc-André This week, I worked on the pubs and their upstairs apartments. The pub will act as a shopkeeper, and a hub for a few encounters. We’re arting it up now as we have some time while the level designers finish up on story, so that they’ll have a cool environment to play around in when they jump back onto encounters. Thanks for tuning in! Compulsion Team
  13. Hi everyone, Two weeks to go until patch time! As the team is mostly back to normal, we’ve got a lot of stuff to talk about this week. Narrative Team Alex Three recording sessions this week. I brought back the Voice of the Honey Bandit, Jay Simon, for a slew of new barks about, among other things, the Plague. A big Marvel no-prize to whoever figures out what the Plague Wastrels are saying, once they start saying things in the game. Lisa (new writer) and I finished our rewrite of the playthrough of She Who Must Not Be Named, which meant I was able to call back the actor who plays One of Her Many Fans. And I brought back the utterly charming Alex Wyndham (Arthur) for a slew of new barks – plague, again – and to pick up revised lines for many of the cinematics. There’s been a fair amount of carnage in the cinematics; it’s a sign of how healthily we’ve staffed up that we can afford to burn some old work in order to do even better work. We are starting to design a slew of new encounters, particularly in the Village. It’s always challenging to write dialog for an encounter that hasn’t been built yet, because I have to guess what the events will be that will trigger the dialog I’ll write. On the other hand, I get to shape the encounters so that they are revelatory of our world and its people. A little while we all went to MIGS. I blogged a bit about what I heard about dynamic stories in Richard Rouse III’s talk. Two more recording sessions next week, one with She Who Must Not Be Named, and one with an evil Hammer-movie-villain scientist named… Programming Team Matt After what feels like a six month break, I am finally finding time to come back to world generation. As you can see from the picture below, world generation is currently done on a whiteboard using diagrams of dubious value. You can see a couple of things on here that we’re looking to address. One of these is removing the grid structure and moving to a more natural road structure, and one is bringing back height variation. There are some other hints about future plans, and our relationship with a shadowy worldwide organisation, if you are into that. It’s a bit challenging to show this today because we are not sure whether these will work out. However, if it does, the world should look and play with much greater variation with each playthrough. If it doesn’t, we’ll have to figure something else out. Design Team Antoine It’s been quite a busy time for the level design team. We’ve been pitching ideas around for story missions, reviewing those with the leads and getting some traction on the golden path logic. A “golden path” is really the main quest logic from beginning to the end. The idea is to get everything that we currently have for story missions and lay them out in a really crude way inside the editor. That way we can see if the pacing is correct and make adjustments to whatever we want before delving deeper in the polish phase of production. We’ve been also discussing the ramping of difficulty from one island to the other. There are some things in the works for Village 2 (currently you’ve been scouting Village 1 which is called St. George’s Holm) on the side of spankers. We will be incorporating Spanker TVs in the streets that are able to know if you are on joy or not (like the ones in Faraday’s Lab). We’ve been also slowly incorporating more of the “Hooligan Wastrels”. These will be placed in the world sometimes guarding water pumps. That way you have a bit of challenge getting to water resources. Don’t worry though, we won’t make it so that every water pump have a bunch of angry hooligans running around. Art Team Sarah Another week, another sign(s). Soon the Villagers will have a local oasis, inside which they will congregate to hit on that lady they saw at the Chemists, or to make absurdly friendly conversation in the lavatory while drying their hands. They'll have a place to offer unsolicited advice to persons nearby, who will be offended despite carrying on highly personal conversations at full volume. I am of course, referring to the Village Pubs to come. One such pub will be named The Green Man, and this is it's painted hanging sign. Hanging signs like this one will be the beacons guiding Wellington Wells locals toward familiar sticky floors and that sweet, sweet stale beer smell. Here are some beer spout labels I designed for the local big seller Real Ale. It tastes so delicious, it must be Real! Guillaume Jr Hey everyone! This week, I've been working on props to help Marc-André on the Pub he is making. I'm really happy with the end result I have for the leather couch. I took the time to sculpt the details and folds to have a better normal map. I've also started working on the cannon scene that I'll share with you guys next week. That's it for me, have a good one! Emmanuel I did this: I know it makes no sense. But it will! One day, when we’re ready to talk about this section. Marketing Team Clara Hi! My name is Clara and I work on both on the production and marketing side doing video... stuff. There is surely a name for it, but I'm pretty much a ninja. I have been working on the video for the December Update and also made this little video about MIGS, enjoy! Animation Team Vincent Ahoy! On this week schedule, nothing particularly fancy, new or exciting on my side. But some necessary stuff, like giving a hand on french localization. We’ll end up having professionals reviewing everything on that front, but as lots of us are native french speakers, we try to have a first translation pass on all in-game text : subtitles, journal entries, tooltips, map markers, you name it! That way, we can build systems that will allow things to go (a bit) smoother when the real thing will come in. If you ever played the game with subtitles, you know we still have quite a way to go! I also spent some time on reviewing the ‘POIs’, aka the Points Of Interest. That’s what makes the NPCs do a bit more than walking around. And yes, I’ve been toning down the puddle jumping to make room for other things, like flower sniffing, shady deals, patty-caking (?). Don’t worry though, they still like puddles! Now before you wonder : “Why does this guy say he’s an animator?”, I’d like to point that I’m also starting to work on an animation that’ll show when you first get out of the shelter… Thanks for tuning in! Compulsion Games
  14. Right now it is all about Overwatch on PS4, Monkey Island on Xbox One and Pokemon Sun!
  15. Hi Adam, Glad you are enjoying the game! Unfortunately, yes you would have to purchase the game again on Xbox. since Steam and Microsoft are two separate companies. Cheers,
  16. Yeah it is a real pain. I put the forums back to the approval system (I have to manually approve every new member, which sucks but is the only way we can fight bots for now), otherwise we get spammed a lot. Can't wait for a new and improved forum!
  17. Marc-André This week, I started working on the pub for the Village. I started by blocking out what I could with the pieces we have, to get a better sense of scale and space. After that, I started working on elements such as the floor material and a modular set for the bar counters. On the side, I also worked on a new clock model that we can adapt to pretty much any color palette. It'll come in handy. Sarah Well, I have some good news and some bad news. The good news is, I've been working on more top secret lady character stuff that I think you're going to like. The bad news is, I cannot share it with you just yet. Sorry bunnies, but I absolutely refuse to spoil any story for you. What I CAN show you are some book sleeves I designed for her nightstand, to give you a little taste of her special interests (hint, it's space. She likes space.) Animation Team Vincent There’s been lots of testing the game this week, on top of the two days of MIGS! Pulling hair because some long gone bugs are back, you know, the usual. But we’re also going back in business on the cinematic front! As we are giving shape to the main storylines, some rewriting has occurred, and Whitney’s crew starts to art up the old temp levels… so we need to go back to some old animations to fit all that. Which means I’ve been starting to review how to do that. Design Team Adam MIGS was this week, so that took a couple of days off our schedule. However, we have been testing the game heavily to make sure encounters can be completed, and map markers are in their right places. Thanks for tuning in! Compulsion Team
  18. Hi everyone, We have a short announcement today concerning the November update! As you know the November update will be a big one, and we are finally done (bar some final QA and cert!). We are currently working with Valve and Microsoft on timing, and it looks like we’ll be pushing it out on or around December 8. We appreciate everyone’s patience; we know it’s been a long wait. And, more good news, as the update itself is now in QA, the the team will be able to get back to normal next week. In other news, this week was the Montreal International Game Summit and 4 of our team members gave talks. Whitney’s talk was about “ Art Direction of We Happy Few: depth and style in a procedural world”, Matt’s on “Building Wellington Wells: How we procedurally generate the world of We Happy Few”, Sam was on a panel about “Demystifying music: Music as an opportunity for digital projects” and Guillaume was on a panel was titled “ Why the F$#K are you making games?” We also had a small booth, with Red Barrels (the creators of Outlast, check their hilarious Kickstarter here), where we showcased art from some of the indie teams here in Montreal. Whitney will talk a little bit about her talk in her section of the weekly. Here are some pictures of the event! Whitney Clayton - Art Director Matt Robinson - Technical Director Guillaume Provost - Creative Director and Founder (second from the right) Philippe Morin from Red Barrels (Outlast) and Guillaume Provost Games made in Quebec! Programming Team Camille I haven't really had the opportunity to work on new features recently, so this won’t be about that. But even if programming work isn’t always immediately apparent to you guys, sometimes it’s fun to share a bit of what’s happening behind the scenes. So today I’d like to give a quick peek at what it’s like to optimize the game, specifically for Xbox. As some of my colleagues might’ve mentioned in earlier updates, we recently went through an engine update, where we pull the latest code from Epic’s Unreal Engine and integrate it to our own. This usually means exciting new tools and features to work with, but it also means new bugs and, occasionally, new performance issues. In this case, the Xbox felt unacceptably slower after the integration, despite all the effort we had previously put in to optimize it. So I rolled up my sleeves and started looking at profilers. This is one of the many views of the Xbox performance investigation tool (PIX). It’s what I’ve been staring at for the better part of the last 2-3 weeks. The big spaghetti muddle of a graph that you see allows me to see at a glance what is taking up the most performance at that particular moment in a captured frame. By comparing captures from before the update to captures after the update, I can see how these bottlenecks have shifted around and try to adjust optimizations in consequence. PIX has lots of other views which allow me to essentially dissect a frame down to the calculations done for every single pixel. Thanks to these tools and views, I’ve been able to push our framerate back down to where it was before the update. But now I’m looking to see how I can push further…! And, once all is said and done, I can see if any Xbox-specific optimizations would be a win to port back to PC. Art Team Whitney Hi everyone! This week was a big one! It was MIGS here in Montreal, and Monday Sarah and I had the privilege of taking a day long master class with renowned art director Viktor Antonov (Half-Life, Dishonored), where we learned a ton about using historic references to design unique worlds. Tuesday I gave an hour lecture about how we developed the art director for WHF, and how we apply this direction to our procedural system. Creating my presentation was a lot of fun! I went back over original references and inspiration, and also found old builds from the start of the project to document our progress. Here are some images from those old builds. September 2014 Here was our test build where we tested Matt's early system. There isn't any lighting, and the buildings were fast and temporary, but this was an exciting moment for us because this was when we realized the procedural system would actually work and we could create an English village with it. February 2015 This was when we implemented our first set of filler buildings and interactive buildings. Our filler buildings were so flat and boring! The filler buildings were also causing arbitrary gaps between buildings which was very unnatural. We knew something needed to be done about this, and this was when we came up with our "squishy building" solution, where we created another set of (less boring) fillers with a high texture resolution that would stretch between buildings and fill the gaps. Sometime mid 2015 Here's the first attempt with the new "filler building system". It's working! More interesting buildings and no ugly gaps! Lighting was very gloomy though. Current And here we are today. We've filled out the streets, adjusted the lighting to have a purplish hue, and created arches and different assets that block the line of site and give the streets a sense of composition. It's cool to look back and see how far we've come
  19. Hi everyone, Another week has gone by and the team is still hard at work on the next update. Finalising this is taking longer than expected, as we’re still getting to grips with some of the ins and outs of the new quest/save systems. As a result, this is another small update. However, to give you an idea, we have fixed around 420 issues over the past couple of months, many of which you guys have never seen! So, we’re getting there. Also, as a quick heads up, when we do release the update it will be accompanied by an explanation video, and we’d love to get feedback on it when it arrives. Art Team Marc-André This week I've been juggling between many tasks! I've been creating a new material which allows us to create virtually infinite color combinations for patterns using very little textures, thus saving memory. This converts to faster load times for you guys! I've kitbashed a door for the Fine Cuisine encounter. I've also been laying out and lighting a new store (The Apothecary) for the Village, where players will be able to buy the weirdest of drugs. In the process, I created new corner modular office pieces that will prove useful in the long run. I did a modular set of scaffoldings for use throughout the game. We now have a new member as part of the environment team! Guillaume has come to join us to work on the environment art of the game. I've been spending some time with him installing software, answering questions and teaching him about various things like how our source-control software functions. On the side, I've also started to think of a system where we can effortlessly organize files between artists. This would provide us security with off-site backups and ease of use. Right now, we all have our separate folders and it's becoming more and more messy as the team grows. I also helped Valentino with multiple sound collisions issues and figured out what we have to do to fix some of the most obvious sound bugs in the future. That's it for my week! Happy remembrance day everyone Guillaume Hi, I'm Guillaume the new environment artist from Belgium! This week has been pretty busy catching up with Emmanuel and Marc-André's workflow but I managed to finish this cannon that will be placed in the Garden District. Animation Team Rémi Hey everyone! The beginning of this week was still about fixing some bugs and testing the game, making sure every fix we make truly works in the build. For the rest of the week I had to go back to rigging! I wish I could show you guys what character I’m rigging, but he is part of the narrative, so that means it’s top secret! I’m still making some videos of my workflow and hopefully I’ll be able to show you what I’ve been working on once the story is out. In the meantime, enjoy our video of the few animations we were able to accumulate from the past few weeks. Have a good weekend! Thank for tuning in! Compulsion Team
  20. Hi everyone, Wow this is our 80th journal entry! Every Friday since we launched our campaign on Kickstarter, we’ve been writing these posts to keep the community updated on what the team has been working on. Some updates are smaller than others depending on the stage we are at in development (bug fixing vs. adding new content) but we are dedicated in never missing an journal entry (except during Christmas break or when we are away at a convention). We hope that you enjoy these as there will be plenty more to come! We are also thinking in starting a podcast. If there is something you would like us to talk about or see from the team, let us know! As you know, the November update is an important one that we have been working toward for the past three months. At this point, the majority of the team is fixing bugs or working quietly on the story, which is why our post this week is a bit light. However, it’s getting very close to done, and we should be releasing this within the next two weeks. In other news, we will be at Montreal International Game Summit on November 13th to 15th! With our friends from Red Barrels (Outlast), not only will we be showing our games in development, We Happy Few and Outlast 2, we will also be hosting 7 local indie companies! Our goal is to showcase the amazing talent coming from the indie dev scene in Montreal. If you are in the area, feel free to come see us! Narrative Team Alex What I did, in between frantically rechecking http://fivethirtyeight.com, was write up the narrative playthrough for She Who Must Not Be Named. Last week was the rethink. This week I wrote it up, and I’ve started in on the scenes, including one with our Hammer [Films] Villain. There’s a fair amount of carnage; we’ll have to redo some minutes of animation. But the story will be better for it – more jeopardy, and more aligning of player objective with player character objective. Also did the same for our Mad Scotsman, although his story is holding up a bit better. We can probably keep most of our animation, but some of the dialog in those cutscenes will change. All of which means more recording sessions, of course. I’m looking forward to it! Lisa I’ve spent much of the week mulling our dystopian world, but aside from reading about the American election... I worked on environmental narratives, which means I’ve been writing propaganda posters, diaries, official memos, and letters that you can find in certain locations as you play the game. They’ll give you a little story about what happened there before the player character arrived. It’s a fun way to tie together different narrative elements from the game -- and you’ll see that many minor characters have mini-stories of their own. I also helped Alex with story for She Who Must Not Be Named. But it’s all double-plus good. Animation Team Rémi Sorry everyone if I didn’t give you any news for the past few weeks, but the reason is quite simple. I haven’t been animating much! We have been working to improve the realization of most of the encounters, which means we are spending most of our time fixing bugs, integration issues, tweaking existing animations, fixing animation pops, etc. These are usually very busy weeks and I hope you guys will be able to enjoy it all once the update is out! Art Team Sarah My week revolved primarily around ~*ToP sEcReT~*~ story related concepts and illustrations, which sadly, I will not be sharing with you (but they were really, really fun to work on). I also made some new icons, helped welcome our new 3D artist Guillaume (aka Junior), and assisted Marc Andre in optimizing some wallpapers to take up less space in the engine. He'll go into more detail next week, as he is very happy. Thanks for tuning in! Compulsion Team
  21. Hi @Bele, It is a bit too soon to tell as we have yet to release it on Steam, we are currently still working on it. As soon as we know we will announce it
  22. Lovely day for it! The 2016 Montreal International Game Summit (MIGS) is right around the corner. And, for the first time, we’ll be exhibiting at the Game Expo! For those of you who don’t know about MIGS, it is the largest game development conference on the East Coast. Every year, more than 3000 game professionals that are passionate about their craft gather to share their knowledge and journey in the industry. The Booth We are thrilled to announce we’re partnering with our friends at Red Barrels (Outlast and Outlast 2) in the creation of our booth, the “Indie Exhibit”. Not only will we be showing our games in development, We Happy Few and Outlast 2, we will also be hosting 7 local Indie companies! Our goal is to showcase the amazing talent coming from the indie dev scene in Montreal. What can you play at our booth? Expo hours: Sunday: 12-17 Monday: 9-17 Tuesday 9-17 We Happy Few - Compulsion Games From the independent studio that brought you Contrast, We Happy Few is an action/adventure game set in a drug-fuelled, retrofuturistic city in an alternative 1960s England. Hide, fight and conform your way out of this delusional, Joy-obsessed world. Outlast 2 - Red Barrels Outlast is a survival-horror game. The player cannot fight his ennemies but only flee, hide or die. The second episode takes place in a Christain sect, which lives isolated in Arizona's canyons. Contrast - Compulsion Games Contrast is a puzzle/platform game where you can move between a fantastic 3D world and a mysterious shadowy universe in 2D in the blink of an eye. Delve into a dreamlike and surreal 1920s world, inspired by the performance art world of vaudeville and film noir, and cradled by a smooth and sultry atmosphere. Kona - Parabole Northern Canada, 1970. A strange blizzard ravages Atamipek Lake. Step into the shoes of a detective to explore the eerie village, investigate surreal events, and battle the elements to survive. The first installment in a series of four games, Kona is a chilly interactive tale you won't soon forget. Jotun - Thunder Lotus Games Jotun is a hand-drawn action-exploration game set in Norse mythology. In Jotun, you play Thora, a Norse warrior who has died an inglorious death and must prove herself to the Gods to enter Valhalla. Impress the Gods! Moon Hunters - Kitfox Games Moon Hunters is a 1 to 4 player co-operative personality test RPG, released on PlayStation 4 and desktop platforms earlier in 2016. Play as a hero over 5 days, building your legend in an ancient Mesopotamian-inspired world that's different every time. Figure out what's happened to the missing moon goddess, show your personality and create a reputation that becomes your legend. Papo & Yo - Minority Quico’s best friend, Monster, is a huge beast with razor-sharp teeth, but that doesn’t scare Quico away from playing with him. That said, Monster does have a very dangerous problem: an addiction to poisonous frogs. The minute he sees one hop by, he’ll scarf it down and fly into a violent, frog-induced rage where no one, including Quico, is safe. And yet, Quico loves his Monster and wants to save him. As Quico, players will build their friendship with Monster by solving puzzles together and adventuring through a magical, surrealist world. Players will need to learn to use Monster’s emotions, both good and bad, to their advantage if they want to complete their search for a cure and save their pal. Mordheim: City of the Damned - Rogue Factor Mordheim : City of the Damned est la première adaptation en jeu vidéo du jeu de plateau culte Mordheim. Mordheim : City of the Damned est un jeu tactique se déroulant dans le monde de Warhammer, dans lequel vous dirigez votre groupe de mercenaires dans des escarmouches sanglantes en tour par tour. Le jeu mixe éléments de RPG, combat profondément tactique et personnalisation d’unités dans un monde dominé par le chaos et la rivalité, et où règne la loi du plus fort. Livelock - Tuque Games Livelock is a co-operative top-down shooter where you play solo or with up to two allies to break the cycle of infinite war between machines. As one of the remaining Capital Intellects, your role is to unlock Eden and revive humanity. Stories: The Path of Destinies - Spearhead Games Stories: The Path of Destinies is an action-RPG set in a vibrant fairytale universe filled with floating islands, majestic airships, and colorful magic. Reynardo, ex-pirate and unintentional hero, suddenly becomes the last line of the defense against the mad Emperor and his countless ravens. Can he come up with a plan that won’t blow up in his face, for a change? In Stories, each choice you make takes Reynardo into a unique narrative. From tongue-in-cheek takes on heroic adventures to dark, Lovecraftian scenes, Stories’ repertoire is as diverse as it is action-packed. But Reynardo’s fateful decisions won’t always come easy: Sometimes retrieving a weapon lost at the beginning of time means sacrificing the life of an old friend. But with so many choices to make, so many potential dire destinies, wouldn't it be great to be able to come back in time, learn from your mistakes and find the one true path? Sessions On top of having a booth in the Expo Lounge, two of our team members will be giving talks during the duration of the conference. - Whitney Clayton our Art Director, will be giving a talk on the Art Direction of We Happy Few. Date : Monday 14th - 05.00 - 06.00 - Room 518C - Matt Robinson our Technical Director, will be giving a talk on Building Wellington Wells: How we procedurally generate the world of we Happy Few. Date : Tuesday 15th - 03.45 - 04.45 - Room 519A - Sam Abbott our COO, will be giving a talk on Music as an opportunity for digital projects. Date : Tuesday 15th - 05.00 - 06.00 - Room 520C We hope to see you there! The Compulsion Team
  23. Hello, He does when he steps into the Village, we just have to add it to the game
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