WARBOUND
February 2025 Devlog

Published by Pjosip

Sun Feb 16 2025

Hello! My apologies for being quiet over the past few months. We decided to take some time off from working on Warbound and spend it with our friends and family as well as run the Christmas Livestream and giveaway. We are, however, once again back and resuming at full speed!

So, what have we been up to?

Restructuring and improving the foundational code

As our project has grown and we approach the basis of a functional multiplayer framework, we’ve gone through our existing codebase with a fine-toothed comb to make sure that we were progressing on stable ground. As a result of this process, we’ve identified a few ares that needed restructuring and improvement.

Primarily, Ellie has been working on restructuring our Player Controller & Gameplay Ability system, and integrating them more completely with our Gameplay Experiences setup. This has been a tough refactor, and combined with the relative lack of time as her University courses pile on, Ellie has been taking more time to do this than expected. As a result, Josh has re-prioritised assisting with this project, and with the whole dev team on it we’re hopefully nearing the end of this unpleasant series of bugs!

This refactor will also allow us to use a handful of features that were already mostly implemented, but lacked the foundational code to work properly, such as our dynamic UI system for weapons! In addition to this, we’re looking forward to setting up some more advanced test levels and even a playable firing range using these now-completed tools!

Ballistic System and Weapon reload improvements

Josh has been busy working on a couple of things, such as improving the reload system and finally fully implementing the Ballistics System that we teased more than 9 months ago now!

A brief video showing the ballistic system in-game. You can read more about it here.

He’s also been ensuring everything works appropriately on a dedicated server as well as on a peer to peer system we use for testing. He is, however planning to fully focus on assisting on the restructure of the foundational code to ensure we can move on to other things!

What’s coming next?

Next in line to be developed are:

Completing these will bring us one step closer to playtesting the game and developing maps.

We’re looking for more developers interested in joining the team!

Considering how well progress is going we feel very confident about the project and would like to expand our team size so things could get done faster! We currently have open positions for:

C++Gameplay Programmer

Hardsurface 3D Artist.

Animator.

If you are interested in joining the team, please create a ticket using the Ticket Tool’s new option in # support or contact @Pjosip directly through DMs.

That’s all for now. I hope everyone’s having a good start of the year and that you’re keeping up with your new year resolutions 😉