Zone Nine Documentations
  • 🫡Welcome to Zone Nine
  • 📖The Lore of Zone Nine
  • 👨‍💻Development Approaches
    • 🏗️Modular Development
    • 📢Build in Public
    • 🤖Infinite Content Generation
    • 🎲Zk-VRF
  • 🗺️RoadMap
  • ▶️Gameplay
  • 📈Game Economy
    • 🦜Overview
    • 🔭Scientific Foundation of Zone Nine's Economy
  • 🎮Development Log
    • Jan 2024 - Dev Test - Unoptimized
    • July 2024 - Zone Nine Nihilation #1 - Pre-Alpha - GM Vietnam debut
      • Can not pick up items - Fixed
    • July 2024 - Zone Nine Nihilation #2
    • August 2024 - Zone Nine Nihilation #1
    • August 2024 - Zone Nine Nihilation #2
    • September 2024 - Zone Nine Nihilation #1
    • September 2024 - Zone Nine Nihilation #2
    • October 2024 - Zone Nine Nihilation
    • November 2024 - Zone Nine Nihilation - Closed Alpha
    • December 2024 - Zone Nine Nihilation
    • Q1/2025 - Zone Nine Nihilation
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  1. Development Log

July 2024 - Zone Nine Nihilation #1 - Pre-Alpha - GM Vietnam debut

Greetings, Survivors! We want to extend a huge thank you to everyone who joined us at GM Vietnam and Vietnam Game Room. Your feedback has been invaluable in helping us shape and refine Zone Nine

PreviousJan 2024 - Dev Test - UnoptimizedNextCan not pick up items - Fixed

Last updated 10 months ago

1. Introduction

We recently showcased the pre-alpha version of Zone Nine Nihilation at GM Vietnam and Vietnam Game Room, where over 200 players had the chance to experience our game. We are immensely grateful for your feedback and enthusiasm. This dev log will address the main points raised and outline the steps we are taking to improve the game.

2. Summary of Feedback

Positive Feedback:

  • Graphics: Players praised the game's graphics for being great and realistic.

  • Gameplay: The innovative gameplay mechanics were appreciated and noted as something never seen before.

Bugs and Issues:

  1. Item Pickup: Players reported issues with picking up items.

  2. Map Navigation: The map was considered too large and lacked a navigation system.

  3. Stamina: Stamina depleted too quickly.

  4. Zombie Count: There were not enough zombies in the game.

  5. Team Encounters: Two opposing teams rarely encountered each other.

3. Addressing Feedback

Graphics:

  • Feedback: The game's graphics are highly realistic and well-received.

  • Action: We will continue to optimize and enhance visual fidelity using Unreal Engine 5's Nanite and Lumen systems to ensure high-quality graphics without compromising performance.

Gameplay:

  • Feedback: The gameplay mechanics are innovative and unique.

  • Action: We are committed to maintaining this innovation while addressing the issues raised to enhance the overall experience.

Bugs and Issues:

  1. Item Pickup:

    • Feedback: Players had trouble picking up items.

    • Issues Identified:

      • Some items had incorrect collision settings, preventing them from being picked up.

      • The interaction range was too small, requiring players to be extremely precise.

    • Fixes:

      • Collision Settings: We have revisited the collision settings for all items to ensure they have appropriate collision meshes. Using Unreal Engine 5’s Collision Presets, we adjusted the collision channels to ensure items are easily interactable.

      • Interaction Range: The interaction range has been increased. We modified the player character’s interaction component, expanding the sphere trace radius to make item pickups more forgiving.

      • Visual Indicators: Added visual indicators such as highlighting and icon prompts when players are near an interactable item. This was done using Unreal Engine 5’s UMG (Unreal Motion Graphics) to create intuitive UI elements.

  2. Map Navigation:

    • Feedback: The map is too large and lacks a navigation system.

    • Issues Identified:

      • Players felt lost and had difficulty locating key areas.

      • There was no in-game map or waypoint system.

    • Fixes:

      • Map Implementation: We’ve implemented a map using Unreal Engine 5’s Slate UI framework. This mini-map displays the player’s position, key landmarks, and objectives.

      • Waypoint System: Introduced a waypoint system that guides players to important locations. This was achieved by integrating waypoints with the game’s HUD (Heads-Up Display) using Unreal Engine 5’s UMG.

      • World Partition: Utilized Unreal Engine 5’s World Partition to manage the large map more efficiently, ensuring smoother loading and navigation experiences.

  3. Stamina:

    • Feedback: Stamina runs out too fast.

    • Issues Identified:

      • The stamina consumption rate was too high for regular actions such as sprinting.

      • The recovery rate was too slow, leading to prolonged downtime.

    • Fixes:

      • Stamina Consumption: Reduced the stamina cost for actions like sprinting and jumping. This was done by adjusting the player character’s Blueprint and modifying the stamina depletion variables in C++.

      • Stamina Recovery: Increased the stamina recovery rate, allowing players to regain stamina faster. This was managed through the player’s attributes and stamina regeneration logic within the Character class.

      • Stamina Feedback: Added visual and audio cues to indicate low stamina and recovery status, helping players manage their stamina more effectively.

  4. Zombie Count:

    • Feedback: There are not enough zombies in the game.

    • Issues Identified:

      • Zombie spawn rate and density were too low.

      • Certain areas of the map felt too empty and lacked threat.

    • Fixes:

      • Increased Spawn Rate: We increased the spawn rate and density of zombies in key areas. This was achieved by tweaking the spawn volume settings and using Unreal Engine 5’s AI Spawn System to manage spawn points dynamically.

      • Dynamic Spawning: Implemented a dynamic spawning system where zombie density increases in response to player activity and location. This was done using Blueprints and C++ to manage spawn logic and AI behavior.

  5. Team Encounters:

    • Feedback: Two opposing teams rarely encountered each other.

    • Issues Identified:

      • The map layout and size made it difficult for teams to cross paths.

      • Objectives were not positioned in a way that encouraged team encounters.

    • Fixes:

      • Map Layout Adjustments: Redesigned portions of the map to create more chokepoints and areas where teams are likely to intersect. This involved level design adjustments using Unreal Engine 5’s World Building tools.

      • Objective Placement: Relocated and rebalanced objectives to funnel players towards common areas. We used heatmaps of player movement data to identify optimal objective placements.

4. Looking Ahead

  • We are building Zone Nine Nihilation in public, taking the community step by step through the development process. Your continued feedback is crucial, and we are committed to transparency and collaboration as we move forward.

  • In the upcoming updates, you can expect further optimizations, new features, and continuous improvements based on your feedback.

5. Conclusion

We want to thank all of you once again for your support and feedback. Your input is helping us create a better game, and we are excited to continue this journey with you. Stay tuned for more updates and follow our social media channels for the latest news.

Stay safe out there, survivors!

🎮