January News Summary

WED, January 29, 2025
Attention, troopers! It's time to wrap up the month and share updates on Entropia's development.

Maps & Graphics

One of the biggest concerns has been the graphics, and we hear you. While visuals haven’t been our top priority, a strong atmosphere is essential to conveying the game's themes and vision. To be honest, this is one of the most challenging aspects of development right now—there’s simply a lack of models and textures, so we’ve had to rely on placeholders, with some areas still feeling empty. However, we now have a dedicated environment artist on the team! Currently, he's working on two test maps, and by the time Pre-Alpha launches, we’ll have a small training ground where you can test the game offline.

Game Responsiveness

Creating a responsive and immersive experience is one of our key priorities, and right now, we're focusing on:
■ Aim punch (camera shake) when taking damage;
■ Blood effects on screen based on the direction of the shot;
■ Character voice reactions when wounded (so far, we've recorded Caesar and Beelord);
■ Hit sound effects when getting shot;
■ Planned features include wound animations for other players, as well as enhanced blood effects and torn fabric details.

Additionally, we’ve animated the camera for various player actions to prevent the game from feeling like you’re floating in the air.

Destruction System

Entropia is about destruction in many ways, but our focus is on player interaction with the environment. In the prototype, we tested different destruction methods for buildings and objects and built several foundational systems. Now, we’re refining the details: with the updated system, structures and objects will break apart in more realistic, staged ways. Unfortunately, this improved destruction likely won’t make it into the early Pre-Alpha, but since we plan to overhaul maps to balance them for different game modes, the new destruction system will be implemented alongside that.

Combat Mode

We’re nearly finished with Combat Mode, a modified take on TDM. In this mode, two teams of 10 players battle to the death. The key goal is to inflict more casualties on the enemy than they do on you. Capturing key points on the map will serve as new respawn locations for your team, but they won’t directly affect victory. Success lies in balancing aggressive pushes into enemy defenses with securing your own positions—find the right tactics to maximize enemy casualties.

Interfaces

We've added several new interfaces:

Main Menu & Server Browser – the core style and primary functions have been implemented;
HUD (Combat UI) – now displaying:
 - Magazine count
 - Health, armor, and helmet status
 - Stamina level
 - Control points in Combat Mode and match timer
 - Nearby allies.

Future improvements will include refining the UI for gadgets and consumables, adding text chat, a streamlined looting interface, and a detailed match stats screen.

Smaller Improvements

■ Thanks to your feedback, we’ve adjusted character proportions to make them look less overly slim;
■ Slightly tweaked recoil, making it feel smoother if you're not actively controlling the aim;
■ Currently refining walking animations and working on the parkour system, which requires numerous small adjustments;
■ Created a new key art piece for the Pre-Alpha announcement;
■ Developed a ton of new models, from small debris and cans to large concrete structures. One of this month’s most impressive achievements? The T-80 tank family. Once the textures are ready, we’ll definitely show it off!;
■ Several new weapons are in development. One of them is the MPX K, and we recently shared its reload animations.


Pre-Alpha testing is coming soon! Right now, we’re preparing to film the trailer and launch crowdfunding. As promised, we’re aiming for late February or March. We’ll keep you posted!

Thanks for staying with us—talk soon!
— Ulman & June Folks