One thing that annoys myself and many other Battlefield veterans is the 2D spotting ability that has plagued (or blessed, depending on how you feel about it) the series for more years than not. To me it feels cheap and cheesy. I decided to implement something that could be deployed quite easily per squad that would allow a player to “ping” or “spot” a point in 3d space that would be updated for all squadmates. Shamelessly stolen from games like Rainbow 6: Siege, Counter-Strike: Global Offensive, Apex, etc the list goes on. This simple change changes the “dorito” that follows a player (and in Battlefield 3, through smoke) to the “last seen” location.

First I pulled a previous experiment that I had created for testing out artillery in VU. This included automatic raycasting, registering clicks, timeout/cooldown for use, and transferring this information back to the server to be replicated to all squad mates. A video of this is provided above.

Once all of this functionality was pulled out, it was tested in a standalone mod that served to be the base for various features I have been working on for BR. It was a bit laggy and needed some tweaks, but the firsts tests were successful.

Here is a closeup of the pings.

BlueprintLater on down the line KVN had added the 2D location to the minimap and Breaknix to the compass!



For the initial implementation of weapon pickups we decided to take inspiration from the logic blueprints of the vanilla Scavenger mode pickups. They were a very helpful example for us since you need to get a lot of blueprint and entity properties right in order to successfully create the weapon pickup entity.

Once the vanilla blueprint was working, we could start modifying it to make it fit the BR mode.

In the meantime we started implementing the new system for the loot pickups. Here is a little sneak peek:

Inventory - W.I.P.New loot system - W.I.P.



In-game HUDMost of the UI is done or at least in a state where we only need minor adjustments. Because in Venice Unleashed you can’t modify the original UI elements we had to recreate almost all of them. It’s not 100% true, you can modify some elements but we couldn’t for example modify the map the way we wanted.

Map screenFor the custom map, I made a canvas-based solution first, which worked fine, but we had some performance issues with it. I replaced it with PixiJS and also implemented React Redux which made the whole UI much more performant.

This week we also implemented a custom ESC menu.

ESC menuYou probably already seen it in the teaser trailer but we have a custom showroom/deployment screen. You can choose the way you want to play: Solo, Join a random team or Join/Create your team. You can join your teammates by the randomly generated Code shown in the picture below. You can also choose your appearance here as well.

Showroom / Deployment