We hit an important milestone a few days ago: Now we can play missions all the way though, which starts when a mission is generated at the base, continues to mission planning, infiltration and team selection, mission execution, and finally, return to base.
Here’s a video we made of the full mission sequence all the way through successful completion.
At this point, the development here at Shy Snake has shifted gears towards stabilizing and polishing the release. Here is a quick list of the top issues resolved this month:
1: Added grass and ground cover to generated maps
2: Addressed performance issues with having lots of trees on a map
3: Added the mini-map in the HUD (For the body-cam fans, don’t fret, it is still available)
4: Fog of war visualization on the map
5: Viewing characters when obstructed by building walls or roof
6: Loading times optimization
We’ve been optimizing our development for the end goal of shipping the Spy DNA game. So we have often delayed or skipped short-term objectives if they didn’t help to get us to the end goal. As a result we are a bit behind on the playtest, but pretty much on schedule for the demo and early access.
Here’s a view of our internal bug tracker:
Let me explain what these milestones mean to us.
At this point we feel the game is mechanically complete. The core player experience is in place and should give the player a good representation of what to expect in the final product.
Everything in the playtest with more mission and character progression. Save/Load must be robust and the base fully functional.
Everything in the demo plus access to the full party. The first chapter of the story line has to be playable and several side quests need to be finished. A lot of the bugs in the 0.4 bucket are not necessary for 0.4, we just haven’t created the 0.5 bucket yet.
During early access we will be adding content and polishing the animation and AI systems along with fixing any issues that come up.
We had a few bloopers getting ready to record the video. In one case, I wanted to make sure when a character went down they dropped their weapon. But I forgot to mark the weapon dropped in one case and this happened.
Then while recording the playthough a few missions failed painfully early.
So with that I will leave it, and please enjoy the first public video of a full mission playthrough.