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Everything posted by Joshua

  1. Hi all, As you may know already - the implementation of a PVP reputation system is planned. While I have some ideas of how I want to implement it, I want get the community's thoughts on how it should be implemented. Please give me your thoughts & opinions on how you think it should be implemented below Cheers!
  2. Map Progress Update #3

    Hi everyone, The city is almost complete!
  3. May Development Update

    Hello Survivors! There has been a lot happening behind the scenes to prepare XERA: Survival for the upcoming closed alpha. Today I have some exciting stuff to show you guys. Attachment System The new attachment system has been implemented, that means you will be able to attach silencers & various scopes to your weapons. Lasers and flashlights are also planned and will be implemented at a later stage. Attachments will have different modifiers, such as recoil & damage. Silencers will also reduce the distance at which a gunshot can be heard - making you a ninja during those stealth missions. New Gear A brand new armour has been implemented - a lighter plated armour. This armour will be the mid tier and will protect less than the heavy armour. This is just one of many additional armour types going to be added to the game. Explosive System Boom! Yes that's right - explosive props. These will be placed around the map, in towns and other points of interests. They put off a large amount of damage close range, enough to kill players & AI. The further away it is, the less damage it will do, so it can still finish someone off if they are low health at a distance. Each object has individual health values, once below 70% HP they will automatically start burning and will gradually lose HP until they eventually explode. After exploding they will re-spawn after a certain amount of time. Hopefully this will add an extra spice to PvP combat and also aid you when fighting the AI. Water Material The water material has had some upgrades, including a better reflection system and a reaction system, which reacts with players, AI and when items are dropped into water. Reactive water in action (+ a preview of the brand new backpack): I hope you all enjoyed this development blog, I will have more to show you all during this month - so stay tuned. Cheers Joshua
  4. Cheers, I just pushed an update which fixes this
  5. Hello survivors, As you may know, we are planning on implementing a mission / task system. Some general ideas so far: Delivering packages between safe zones Escort an NPC to the safe zone / across map to other safe zone while protecting them from players & other AI Finding a specific item in the world from AI or Buildings Killing a number of AI Repair large satellite stations around the map Bring power stations back online around the map After completing a mission / task you will be rewarded with various things: Unique item(s) Experience Points New crafting blueprints (unique to the mission) The plan is to have these missions rotate every day or week to keep things interesting, and possibly implement a system to randomly generate missions based off a few variables. (Which could mean everyone gets different missions every day/week) Have any other ideas? Share them here Cheers!
  6. Revive System

    It's about finding the balance between fun & realism. It could be - if the player dies from damage to the head revival will not be possible.
  7. Shields?

    Explosive drones also help
  8. Thanks for your feedback. One of the main development focuses is progression and meaningful systems which promotes logevtivty of the game. As you mentioned about skill trees and leveling, this is something that will be in the game. Cheers
  9. Applications are now closed, we will re-open them when we are looking for more moderators. --- Hello Survivors! I am on the look out for some Community Moderators to join the team and help with managing the community. Requirements: - Must speak fluent English and be able to communicate in a professional matter - Must have time to dedicate to their role as Community Moderator - Must have some experience with community moderation - Must be approachable and friendly - Must be over 16 years old Responsibilities: - Frequently checking forums & discord to help players - Passing important information that may arise up the chain to the developer / staff - Moderating the forums & discord, making sure everyone is following the rules - Participate in private development build tests when necessary Apply here: https://docs.google.com/forms/d/e/1FAIpQLScPlz_Or12UiBPDBcANaIpEJQjycyJkxY9hbr7-yqVjSA4w9g/viewform?usp=sf_link Thanks
  10. [CLOSED] Community Moderator Applications Open

    A big congratulations to @IcedYoshi who will be our first Community Moderator.
  11. Hello Survivors, Thank you so much for backing XERA: Survival, your support means the world to me. As you are aware – the Kickstarter campaign’s goal was not hit. This means you will not be charged for your backing and I will receive no funds from the Kickstarter campaign. While this is extremely disappointing, there is still a lot to take away from the campaign. The game has reached a whole new audience and we’ve seen an influx of new members joining the community. I will not be starting another Kickstarter campaign – instead I will be focusing on development and will have a closed Alpha ready in Q2 2018 for those who pre-order. There will be development blogs and development streams leading up to the closed alpha. There will also be polling and feature discussions carried out on the forums, so the whole community can have a say in the development. If you backed us via Kickstarter and would like to continue supporting XERA: Survival there are 4 packages available to pre-order on our website: http://xeragame.com/ I hope to see you all getting involved and joining us in the Closed Alpha. Regards, Joshua
  12. Hello Survivors! The forests in XERA have been somewhat lacking ground foliage cover for a while. This is mostly due to the foliage being manually painted on. In order to cover a large area with trees & foliage with the density that I wanted I had to figure out a work flow that: Can efficiently cover a large area with foliage and trees Produces foliage that looks good & naturally placed So I am now using an experimental procedural foliage tool built into Unreal Engine. It is able to cover large areas based off specific growth, shade and age calculations and produce a very natural looking environment. While there are a lot of tweaks still to be made, and more of the map to be moved to the new system - it's looking good so far. Hope that you all like it!
  13. Supply Drop System

    Hello Survivors! Today I wanted to talk about the implementation of the Supply Drop system. The first version of this system has been implemented into the game already and will be available in Closed Alpha. Introduction During stress testing we faced some issues with players congregating mostly around Redsville city, while this is fine - I would like to encourage players to move around the map. Supply drops being one of many elements encouraging movement around the map. Spawning The Supply Drop can spawn randomly on the map, the system quickly scans the ground where it is attempting to drop to check if it's landing on the ground and has enough space to land. This should prevent drops landing in trees, on buildings, etc. There would be no worse feeling than walking across the map and not being able to get that sweet loot. When spawned, there is an Icon which displays on the map, indicating the location of the supply drop. This makes it easy for players to quickly decide whether or not they want to travel to the supply drop. Players in the server are also notified via a sound & pop-up on the screen. It also spawns relatively high in the air and can been seen from far distances. A supply drop will spawn every 40 minutes, but this may change to a random number between 30-60 minutes to make them a little less predictable. If a supply drop has not been opened it will de-spawn after a specific amount of time (30 minutes or so). The Loot The loot inside the supply drops is definitely worth the travel time. Below are just some of the loot currently dropped in supply drops. AK-47 (Only dropped by Air Drops & "Boss Robot") L96-A1 (Sniper) (Only dropped by Air Drops & "Boss Robot") Armour (Helmets & Chest) Ammo Medical Supplies Explosives For items such as medical supplies I have increased the quantity, so you will find a number of these - rather than just 1. Loot that is inside the supply drops could be changed at any time - so this could be useful for events, rotating the loot to keep them interesting. Hopefully the introduction of the supply drop system will encourage players to move around the map more and create some very interesting combat situations. I hope you enjoyed this development blog - I will be doing more as development continues. Let me know what you think about the new supply drop system! Cheers Joshua
  14. Thanks for the feedback!
  15. Community "Stress" Testing Finished

    Hello Survivors, The "Stress Testing" was an initiative created to involve the community directly in the quality assurance of XERA: Survival and was also a way to for me to receive direct feedback from the players from a very early stage of development. Community Tester applications were open after 2 months of development. It was January 2017 when the first Stress Test started, while there were not a lot of players - it still provided me valuable feedback and was the foundation to running 11 following tests. Over the 12 Stress Tests we've had over 1800 players participate from all over the world. During the tests I received feedback, bug reports and suggestions which have impacted the development of the game. Due to the constant testing carried out by our community testers, XERA: Survival has come out more polished than I have ever expected. Showing great results in both performance and gameplay elements. As a way to reward community testers - over the 12 Stress Tests 30+ players have won full copies of XERA: Survival. As XERA: Survival moves closer to an 'Early Access' product it is time to end the Community Tester programme in it's current state. I wanted to personally thank everyone, who has participated in the Stress Tests, provided feedback and I also welcome everyone new to the community. The journey is not over, it has just begun - we have a great base game to improve on and build in the vision that the community desires. Together we will build a great survival game. Joshua
  16. Stress Test 13

    Only a small amount of people have access right now. It is not open to everyone.
  17. Patch Notes #12

    Hello Survivors, Here are the latest patch notes. New Supply Drops Randomly drops air drop every 30 minutes, it will despawn after 25 minutes if not opened Air drop location will display on the map Walk close to the air drop to open it, it will despawn after 1 minute of opening Loot that can be dropped Ammo (60-120 bullets) Gear (Helmets & Armour) AK47 L96-A1 Medical Supplies Grenades New Zsh-V helmet Map Fixed fence collision, you should no longer be able to walk through chained fences Moved camera on AR-15 to remove side of head showing Fixed an issue causing players character to not despawn if they die while in a drone Night brightness changed to 0.45 (was 0.35) Fixed various water sources which did not allow filling off bottles & canteens AI / NPC Added 'Model X' prototype at the military base (Replaced white robot) 800 Speed 30% Damage Per Hit Added damage multiplier to humanoids (headshot = 5x damage, body = 1.5x damage) General AI improvements improving how often they are able to hit Loot / Items Loot Table - AK47, L96, stacks of meds, ammo, and grenades Changes made to loot tables to make weapons and armour less common Added Football Helmet with protection of 10% Reduced Civilian NVG protection to 5% (was 10%) Increased minimum ammo from military crates to 30, and changed max to 60. Increased chance of 556 ammo, reduced 9mm chance. Reduced NVG helmet protection to 25% (was 35%) Renamed NVG helmet to Zsh-NVG Added Zsh-V helmet with 30% protection - only available from Air Drops Misc You can now fill water containers when it is raining Changed 'max weight' notification sound Gameplay Fixed an issue causing guns to have no spread while in first person Cheers - Joshua
  18. Stress Test 13

    Hi @shadowanne, The next phase is Closed Alpha in Q2 2018. This will be available to people who pre-order or back us on kickstarter. Cheers Joshua
  19. Patch Notes #11

    Hello Survivors! Here are the patch notes for Stress Test 12. Air Strike System Reduced air strike duration to 50 seconds (was 60) Added military jet sound effects Increased explosion camera shake distance to 25000 was 10000 Increase siren sound to 20% Map / Models City centre of Riverton re-designed & more loot spawns added Increased night time brightness to 0.35 (was 0.3) Increased door open speed to 0.7s (was 1s) Added Freedom graffiti Hospital Added Doors now open away from the player Added more loot in large warehouse building Re-designed 'pit' area in Redsville New main camp added to north of Redsville Multiple camps added to forests Fixed an issue preventing bullets from going through some tree's leaves Fixed two 1 sided fences Fixed building collision issue (https://plays.tv/video/5a5bd1af1a62f9b46b/rapport-glitch-xera) Fixed small industrial building collision (Fixes AI Navigation) Fixed a building that AI could not enter Spawn System Minimum distance of nearby spawns increased to 650m (was 300m) AI Added hurt animation to AI AI punches can now be interrupted when damage is taken AI will stop all pending melee / hurt animations on death Reduced attenuation radius of robot footsteps Reduced volume level of robot footsteps Changed attenuation distance algorithm to natural sound Increased size of Melee AI hit box Weather System Thunder Storm duration reduced to 7 minutes Thunder & lighting storm duration reduced to 7 minutes Light rain duration reduced to 8 minutes Heavy rain duration reduced to 4 minutes Weapons / Melees Increased hitbox of all melees Added extra melee hit detection to swing check Throwables Fixed an issue allowing multiple grenades to be spawned (using left & right click at the same time) You can no longer free look while cooking a grenade New grenade prediction / throwing system implemented Active weapon will switch to fists when grenades run out You can no longer activate a throwable while sprinting Fixed an issue causing aim animations to still play in first person when a grenade is equipped Fixed an issue which allowed players to accidentally throw grenades while inventory is open Player / Character Other players can now hear when you dry fire (when you are out of ammo) Added check for outline post process so it only is enabled when required Player will now uncrouch and start sprinting when sprint key is pressed when using toggle crouch option You can now use your mouse scroll wheel to switch to a throwable Reduced first person item pickup range Players name tags can now be seen from a larger distance Improved pickup priority when items are around a dead corpse Fixed an issue causing placer preview to stay active on death Respawn command will no longer reset survived time Ability to zoom without a weapon added Reduced Punch Damage to 10% (was 15%) Added 10 second spawn protection when spawning Character will stay in-game for 10 seconds when a player leaves the server or forcefully closes their game client Audio Increased footstep sound radius to 17m Enabled footstep occlusion (volume is reduced by 0.7 when sound cannot be seen) Hurt sound moved to game volume system Removed & added sounds to ambient music system Added fade in / fade out effects to heart beat when below 20% health Added fly swarm sound to some garbage bins Animations Removed pitch (up and down) animation delay while aiming in (ads) Clip reloading animation system (stage 1) implemented UI / HUD Throwable is now displayed in the HUD with the amount that you have Moved med cooldown circle to below the crosshair Time remaining now displayed inside medical cooldown circle Medical circle will no longer display while aiming Unload gun option added to equipped weapons Improvements made to player list Added spawn protection indicator to HUD Fixed an issue causing tooltips to move off screen on equipped items Fixed an issue causing visual snapping on item text inside the inventory when items have long names Added new Unreal Engine splash screen Added player stats to main menu Items Civilian Night Vision will now protect 10% headshot damage (was 50%) ZSh-1 Green & Black now protect 30% headshot damage (was 50%) NVG Helmets now protect 45% headshot damage (was 50%) Added Gauze Added Antibiotics Added Metal Pipe Melee with 15%, weight 1.2kg, spawn chance of 25% Fixed model for .50 Rounds Reduced weight of all rounds Medical Kit Performance Improvements Medical Kit will now despawn after 10 minutes Placeables Reduced the distance that you can place things (c4, med) Placables will now display at the end of the trace (as red) instead of being at the last available location Drones Max signal of 150m added to drones Drones kills will now register correctly When a player leaves the server while in a drone, the drone item will fall to the ground Fixed an issue with drone items disappearing on undeploy Added server side position check to prevent collision exploits Server Changed max players to 40 Changed net tickrate to 40 (was 30) Added password protected server type Bug Fixes Fixed an issue causing first person aim animation to become stuck after jumping and quickly changing between first person and third person Fixed an issue causing bullet correction system to wrongly correct bullets when player is killed and loot is blocking the bullet Fixed an issue causing bullet correction system to wrongly correct bullets when a player's corpse is blocking the bullet Fixed an issue causing drone to spawn if player kills themself with their own drone Fixed an issue causing drone item to be removed from the inventory if player tries to spawn a drone after destroying previous one Fixed an issue stopping players from sprinting after exiting a drone Fixed an issue causing player character to stay in-game if player leaves the server while in a drone Fixed an issue causing player to keep running if player is running when spawning a drone Fixed an issue preventing players from executing respawn command from inside the safe zone Fixed Melee AI capsule collision so it does not count as a surface for placeable objects Fixed occasional issues where the first person camera would be positioned far into the ground or air Fixed an issue causing throwable prediction path to display after death Fixed an issue causing flooding of weapon switching request to server
  20. Patch Notes #11

    Hotfix #2 Zsh-1 helmet protection reduced to 20% (was 30%) Heavy vest protection reduced to 15% (was 30%) NVG helmet protection reduced to 35% (was 45%) Fixed an issue with items not being able to be picked up on top of apartments
  21. Patch Notes #11

    Hotfix #1 Reduced recoil by 50% Reduced normal AI health to 70% Increase key spawnrate Reduced food & water spawn rates Increased total map loot to 2000 (was 1500)
  22. Patch Notes #11

    Some more notes: Added military & medical 'boxes' which require keys (which spawn in the world) AK47 will now only drop from "boss" AI at the military base, she now has 1,000 HP. Normal AI now have 100% HP and do 9% damage per hit Reduced first aid kit spawn rate
  23. Revive System

    That could be an interesting idea with the defibrillator. A rare item - but can revive.
  24. Crafting

    Awesome - thanks for the detailed thread