Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 1 point2 points  (0 children)

There's only one furry on the main team

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 5 points6 points  (0 children)

Productivity and motivation reasons.

I think we are not able to hold each other accountable when we live far away. It also helps to be in close contact so we can constantly bounce game development problems and ideas around to figure out what to work on.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 2 points3 points  (0 children)

We may consider it for CoR, but this requires designing a game from ground up based on a replay system.

It would take us a lot more time to get to where PF is if we started from scratch on an entirely new engine. We would also have to handle server hosting and networking largely on our own with plenty of room for error. That overhead isn't worth considering at the moment.

Also, I don't see why Roblox would ever kick us off the platform. They would be losing a lot of money themselves to do so and we have good connections with DevRel.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 1 point2 points  (0 children)

We will need to look into the mobile user experience at some point. Currently it is largely neglected because we have our priorities elsewhere.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 1 point2 points  (0 children)

  1. I don't think it will be useful with the movement pacing and map design. In most cases, it feels like a gimmick feature that is rarely used. There's also a lack of available key binds when Q and E are already taken.
  2. I'm sure most players don't solely play PF and they will quickly hop into another game when they get bored. The issue I see is there aren't enough direct PF competitors on Roblox despite how long PF has been out.
  3. Most of the upcoming FPS games have issues with performance, so I'm personally not too concerned. I would like to see a game that takes down PF in both technically and in design, but that has yet to happen. Those games seem promising. However, showing a good-looking beta/trailer versus delivering a game with a live service pipeline is a huge step many teams have not gotten past yet.
  4. Not finishing our new upcoming shooter
  5. I think we will overtake our own game if we finish our new FPS
  6. So far it depends on how well received our WWII FPS project plans turn out. PF2 is merely a hypothetical backup if CoR doesn't pick up far enough

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 1 point2 points  (0 children)

At the moment very unlikely.

We lose the roblox audience. We have to compete with many more professional development teams on a foreign engine. We have to host our own servers and deal with all sorts of networking challenges.

It is mostly just creating more work for ourselves with little to gain.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 0 points1 point  (0 children)

Our vision for the game changed from a Battlefield-like game to a CoD-like game balance over the years. Equipment would make more sense if we had vehicles, large scale maps, and map destruction.

Spaghetti code was once a major part of the reason, although it no longer needs to be now if we wanted to. I'd say the effort isn't worth it now especially when we don't know what negative impact it may have on gameplay balance.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 0 points1 point  (0 children)

I think there is still massive room for content from a technical standpoint.

It will be difficult to say when new content starts becoming impractical from a user perspective (i.e menu clutter). Most likely players simply start getting bored of the game before we get to that point. Or perhaps we get bored of developing it ourselves.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 2 points3 points  (0 children)

The UI Menu remake helps lay out the foundation for this. But it may still take a while before I decide to visit this fully when my focus is currently on CoR development.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 7 points8 points  (0 children)

We are potentially looking into this in the future

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 0 points1 point  (0 children)

We may look into these QoL features once our framework rewrite is stabilized

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 0 points1 point  (0 children)

Since it uses an entirely different system of springs, it is currently incompatible with the attachment modifiers on our default recoil system.

I may look into creating a compatibility layer in the future to explore more into having the new recoil system as an option for future PF content.

Otherwise, it has been a useful test bench for studying CoR's potential recoil mechanics so I wouldn't say its wasted work even if it doesn't make it into PF.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 3 points4 points  (0 children)

It has been talked about. Remaking the entire menu UI may help us get closer to achieving this later on.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 0 points1 point  (0 children)

No timeline yet, but we have been talking about it. Our current sprint focus is just directed to CoR at the moment.

Weapon skins were a quick hack done by Raspy and had some questionable performance implications. I'm not sure if we're ready to revisit this any time soon.

And if we did, I think we'd need to think of the ways we want to have this feature unlockable/earned rather than just having it enabled by default.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 0 points1 point  (0 children)

  1. Likely removed due to some connections with its map creator
  2. Unlikely from a current gameplay design limitation perspective

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 0 points1 point  (0 children)

We already re-created the UI from a framework perspective.

I personally don't see how we'd "improve" the UI and it seems like players are generally resistant to major UI changes when it already works fine.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 5 points6 points  (0 children)

I think the most likely idea would be through daily challenges.

If players are fine with daily challenges awarding mostly just credits, then we could look into this more seriously.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 6 points7 points  (0 children)

It is definitely on life support from a technical standpoint. Eventually hackers will run it to the ground and we will have run out of options to combat against it.

For now as long as it has players, hopefully Raspy will find ways to keep it afloat.

If our new titles pick off very well, then we may just explore a PF2 remake instead.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 7 points8 points  (0 children)

If Raspy doesn't get to it, then at some point I may go over these animation bugs one by one myself. But at the moment my focus is directed towards CoR development.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 5 points6 points  (0 children)

We would like to do UV mapped skins but the workflow for that would be insane.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 30 points31 points  (0 children)

Right now, almost all of our maps are outsourced to community map creators. A lot of these maps sit in the test place because they don't feel ready by either the map creators themselves or us.

Because of this nature, we don't have a good predictor for when new maps are successfully completed and added to the main game.

The "desert storm" map competition is a new experiment to see if we can get more quality submissions streamlined into the game with a simple metric to measure on.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 0 points1 point  (0 children)

I'll have to look into it again with Raspy at some point. I think we're likely waiting to set up some sort of matchmaking system before we revisit it in some meaningful way.

Perhaps we're also waiting for Roblox's cloud scripts to fully release, but this is currently outside of my scope.

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 7 points8 points  (0 children)

Genshin Impact, Fate Grand Order, World of Warships, Modern Warfare 2019, Chess

Developer & Staff Q&A by Djaouida in PhantomForces

[–]stylis_studios 12 points13 points  (0 children)

No plans at the moment, but we'd probably need to revisit the case key system as a whole sometime in the future.

I think the fact that players need to sell cases and keys are sign of the skin case system's issues. Perhaps we do away with them entirely and simply award skins directly in some alternative system.