Hey Guys,
It’s been about 2 months since my last update, but I wanted to fill you in on some of the things we’ve been working on in case you’re not in the discord.
***Keep in mind, these are not in any particular order***
***Also please note, this game is a work in progress***
In Country - Vietnam: Development Update Summary
Note: This game is still a work in progress. Updates are not in strict order, but will be itemized monthly in the future.
Visuals & Effects (FX)

ADDED:
- Bullet impact variations
- Debris and spark FX for napalm
- Bullet snap fly-by SFX with concurrency control
- Enemy artillery FX and distant sound
FIXED:
- Napalm emitter spacing, smoke appearance and color
- Huey flyover pathing, detection, and rotation
- Gunship replication issues and projectile direction
- Artillery motion sync and impact behavior
ADJUSTED/TESTED:
- Sound attenuation and EQ adjustments
- Grass/foliage optimization for dense jungle rendering
- Billboard and shadow complexity for large-scale AI stress tests
AI Behavior & Civilian AI

ADDED:
- AI suppressive fire behavior
- System where other AI can recognize when a piece of cover is already taken so they move on to the next available piece
- AI morale system
- Behavior that reacts when morale is too low in combat
- Surrendering/running away logic to behavior tree when morale is too low
- Huey’s that fly occasionally in AO
- Sound to farmer using hoe
- AI Farmer surrender behavior
FIXED:
- Charging Behavior to constantly press player
- Replication issues (threat analysis, voice lines, AI engagement, death sound)
- Various bugs with RPG AI, rocket logic, and projectile replication
- AI awareness and behavior improvements in high latency environments
- Pathfinding and cover logic
- Morale behavior refinements
- Civilian reactions and farming logic
- AI response to downed player states and LOS restrictions
Player Mechanics & First-Person Systems

ADDED:
- Downed state FX, countdown, and visual indicators
- Revive UI radial progress
- Rain poncho, new aim transition effects
- New weapon equip montages and binocular transitions
FIXED:
- First-person sprinting, animation state bugs, and aim state toggles
- Prone animation and recoil adjustments
- Health pack logic, revive state, and death/respawn transitions
- UI and camera effects for damage and explosions
Lobby, Main Menu & UI

ADDED:
- Class selection icons and replication
- Level select and weapon previewing in lobby
- Final scoreboard system and war crime reporting
- Master volume slider and blood/vignette shaders
- Loading screen and .mov intro
FIXED:
- Class selection sync
- Countdown timer display for clients
- Scoreboard and war crime display
- Compass and objective UI tweaks
- Lobby transition and class change replication
Wave Defense Mode

ADDED:
- New Wave Defense map: Defend the Hill
- Objective integration for wave logic
FIXED:
- Wave jump bugs and AI child tracking
OPTIMIZED:
- Volumetric fog, billboard rendering, and rain system for better performance
Development is on-going and I'm really proud of where we're at. Lot's more refinement is on the way, and these short gifs in no way show what the end-product will be but I like sharing what we're up to with you guys. As a small team (myself and two brothers), we're chugging along making the game we really really want to play. And if the game's good and runs well, we'll have done a good job :) One day at a time!
