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Major Update 1.0.9 : Complete Overhaul of game systems

Out of Ammo · Community Announcements · March 21, 2019

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A few months ago we assigned more resource to do some substantial updates to the game. This started a long journey of refactoring. Think of it like taking a panel off the wall to replace it, realizing the frame needs replacing, so you replace that... essentially this Malcolm in the Middle episode.

This represents a pretty major change in how Out of Ammo is built. So if you like it, please do get the word out there! We've pumped a lot of development time in this, as always let us know your thoughts below.

Message from Rory (Programmer)



Hi, I'm the guy who's been holed up making an update for Out of Ammo. I haven't seen the sun from my blacked-out room for months! What was supposed to take a matter of weeks has expanded to take over all my waking hours, so let me start this changelog with a cautionary tale…

Since the last update I've been working on a refactor of the main player character, a.k.a the Pawn. Out of Ammo was built for an immature platform with rapid iteration of new features being tacked on wherever they would fit. The Pawn was the key component of the entire game; over time anything that happened became somehow integrated with the Pawn. This made the game pretty difficult to work on since the Pawn was so massive that it took several minutes to open, save, compile or do anything. It had become what's known as a God-Object. So, in order to facilitate further development, I volunteered to clean up the Pawn. Just a bit.

When I first started writing this changelog I believed I was about halfway done - in fact at the time I was only a sixth of the way through. At least 7 GB of data changed over almost a thousand files, 5 engine updates, a near-endless amount of bugs and 5 months later I've reworked almost the whole core of the game! I had massively underestimated the task. Because the player pawn was involved with everything, reworking the Pawn meant that I was reworking almost everything else as well. But the end result has made the game much more maintainable.

... I'm sure there's a moral in this somewhere. Don't bite off more than you can chew? Don't volunteer for anything? Hindsight is 20/20? I don't know, but hopefully it's helped you gain some insight into what has been a very difficult update!

Version 1.0.9



Engine update

Out of Ammo has gone from using Unreal version 4.16 to version 4.21 and has gained many benefits from doing so.

Grip rework

The whole grip system has been rebuilt around the VR Expansion Plugin. This means far more accurate and comprehensive grip manipulating in single player and multiplayer. In general things will remain the same for you, it simply allows us to add, alter and maintain things more easily. Maintaining the old grip system was a massive chore and the complexities of it effectively kept us version locked under 4.18. This was where the bulk of the work went.
Here's a few other changes to grippable items.

Weapons update

All weapons in the game have been updated to take advantage of the new grips system. The gunplay has been improved to be more rewarding, consistent and intuitive.

Equipment and loadouts

A new concept to Out of Ammo coming over from Death Drive; almost any grippable item can be equipped to slots on the players body. It's especially useful in the 'Icarus' mission!

Quality of life

Bug fixes

There are far too many of these to count. I'll list a few here that come to mind.

However, with massive changes such as this there is a possibility for many new and interesting bugs to be introduced. If you find any, please let us know! It should be a lot easier for us to fix them now...
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