Hello to all Super People fans.
We are here to bring you news on the latest Super People update.
We have been keeping a close eye to the various feedback from our players and implementing some great ideas from this pool.
We will be presenting our development notes in 3 episodes to update you on the latest changes.
Ep.1 – Sound Improvements, FPP, Optimization
Ep.2 – Soldier Skills, Balancing
Ep.3 – Weapons & Other information that might be interesting!
So let us being with our first development note episode!
1) Sound Improvements
“Shots sound much closer than it should be”
“Footstep sounds are not accurate as they should be”
“I can’t distinguish whether the opponent player is above/below me within buildings.”
“It’s hard to tell whether the opponent player is closing in on me after using a skill.”
There were a lot of Sound related feedback during our test, and we thought this needed a quick fix and worked on the following :
① Configuration improvement in outdoor, indoor, building level(high and low) conditions.
② Sound quality improvement of skills that are movement-based (Teleport, Dash)
③ Modification in reactionary volume control according to distance.
We will also be implementing the HRTF Sound option to the game.
Sound is a very important element to a FPS, TPS game environment and will continue to make improvements.
2) FPP mode development
“We need an FPP mode”
“It’s hard to utilize your skills during FPP”
“Visual graphics are awkward when inside a building in the FPP mode”
There were a lot of feedback with the FPP perspective as well,
We are currently developing a dedicated FPP mode and making necessary improvements.
We’re working hard to make sure that FPP mode is available for you on our next test.
We’re also fixing awkward looking graphics and object interactions in the FPP,
and we’re focusing on the following to provide a better combat experience.
① Modification of camera views
② Modification of movement-based motions such as Jump, Air-walk, Dash etc.
③ Modification of motions such as Resurrection, Parkour, use of consumable items and boosters, Shoulder attachment of firearms
3) Gameplay & Server Optimization
“I didn’t have enough time to prepare my Wonder Case or change my class because of the loading time”
“The map and objects did not load after the match begun, I had a clay-motion game, was able to walk and fire through walls.”
We found out that some PCs were experiencing trouble with loading issues.
By surveying PC specs and network conditions we were able to provide a patch but could not fix the issue completely for all players.
We want to make sure this is not an ongoing problem and all hands are on deck making fixes below.
① Optimize gameplay in HDD installed conditions
② Reduce loading time : Remove unnecessary data, Art Assets and optimize Loading Codes
③ Optimize Rendering : UI Asset, Animations, 3D Engine and Shader codes
④ Improve granular settings according to different PC specs
Many players tend to have unique PC settings, and we can’t promise that the loading issue will disappear for good,
but we’re definitely keeping a close eye and working to eliminate this problem in the future.
That’s it for the first episode of our development notes and more news will follow in later episodes.
We’ll be grinding to get the game ready for you guys as soon as possible,
so keep and eye on our various channels for more news and updates.
Thank you and see you next time!
