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2016-12-01

alpha2-4
alpha2-4

Players,

The final Alpha 2 weekend is nearly upon us, and this post will update you on what we have changed for this weekend’s DUOS test. While we are excited to allow you to play with friends this coming weekend, please be aware that the team play system we have in-place is an early version of the final product. We expect that a lot will change between now and the next time we open testing early next year.

In the current system, you’ll only be able to choose your teammate from your Steam friends list if their profile is set to public. If they have a private Steam profile, you can invite them to join your team by entering their nickname in the search box at the top of the Invite Friends area. If you haven’t chosen a teammate when the game begins, you will be assigned one at random. Please know that if you are reported to have killed your teammate deliberately, you may be removed from testing. As always, we ask you to play fair with your fellow testers.

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2016-11-24

alpha2-3
alpha2-3

Players,

Once again we’d like to thank everyone for helping us test last weekend, and for all of your valuable suggestions and feedback. The team’s spent this week working hard to quash as many bugs as they could while continuing to improve the overall gameplay experience.

The servers will be online on Thursday from 8PM-12AM PST for a short stress test of the new build before going live this weekend.

We’ll be highlighting some of the standout changes below, but first I’d like to address the memory issues we brought up last week.

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2016-11-17

alpha2update1
alpha2update1

Players,

Before I start, I would like to thank you all once again for your help testing our second alpha build last weekend! We were very happy with how the test went and are addressing standout issues before this coming weekend’s test.

EU servers will come online 4 hours earlier to make up for the downtime last weekend. EU servers will be online at 1PM CET on both Saturday & Sunday. 

We will be opening the servers on Thursday from 8PM-12AM PST for a short stress test of the new build before going live this weekend. During this stress test we would like you to help us confirm if two of the issues below have been resolved. These issues are the leaderboard statistics and the sound bug causing remote sounds to be played locally. If you find that there are still bugs with both of these areas, please report them on the forums!

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2016-11-11

blogalpha2
blogalpha2

Players,

This post will provide you with information about our second round of alpha tests starting tomorrow. I am excited for you to see what we have accomplished in the last two months. While we have done a lot of optimization since the last alpha, it is not representative of the final build of the game.

First though, here is a short preview of gameplay from the alpha 2 build.

 

You can see the full set of patch notes below, but here is an overview of some of things we’ve added:

  • Added military base and 4 other new locations to the map (WIP)
  • Added African American/Asian male/female characters
  • Added 4 melee weapons, Molotov cocktail and crossbow
  • Added the Boost System
  • Added push-to-talk
  • Added Sedan & Speedboat
  • Added sound obstruction & positional audio (WIP)
  • Added character statistics and 2D game replays (WIP)

You will notice we have included a rewards system in this build. This system is a placeholder for the final one we intend to implement and we will have a blog post later this month explaining it in more detail. There are quite a few issues with the system in the game at the moment, but we need to test the reward points and associated systems, so we have included it in this build.

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2016-11-04

main
main

Players,

This week Jordi Rovira from Anticto talks with us about Mutable, the character customization middleware we are using in the game.

 

Hi all,

This post will talk about the character customization system in BATTLEGROUNDS. Characters are always a key element of any online game and also one of the most challenging systems for the artists and developers. These are some the requirements we had when designing the system for BATTLEGROUNDS:

  • Character quality must by high;
  • Character variation must be high. Part of it happens in the player screen, and part of it happens in game, when the player equips items;
  • Characters have to render very efficiently because the game frame-rate must always be high;
  • Characters have to use as little resources as possible, because we want many of them;
  • The system must be able to grow with the game after release.

To implement the system in Unreal Engine we used Mutable, a middleware for character customization that we have developed at Anticto during the past few years using our experience in other online games. The middleware has been used in some small games, but nothing as challenging as BATTLEGROUNDS so we had work ahead!

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2016-10-28

dacia
dacia

Players,

This week on the dev blog, we want to give you an update about the alpha testing set to take place in November. We initially wanted to start next weekend, but due to some issues with the build, we have had to push the starting date back by a week. We will now be running the tests every weekend, for 4 weeks, starting on the 12th of November and ending on the 4th of December.

We will have servers live in the US and EU, and they will be online for 8 hours each day per region.

Testing Schedule:

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2016-10-15

inven
inven

Introducing INVEN Game Conference(IGC) Speaker Brendan “PLAYERUNKNOWN” Greene.

Brendan Greene, now Creative Director for Bluehole Ginno Games, started his career in games as a mod maker for the Arma series. He created the Battle Royale mod, and has now successfully established it as a new genre in gaming. Currently he is working on PLAYERUNKNOWN’S BATTLEGROUNDS.

Battle Royale is a unique genre. To survive, players must loot for items throughout the map, all the while trying to figure out the next move of other players. Everyone starts with nothing, making it the best genre to experience this unique type of “survival” game.

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2016-10-10

post3
post3

Hey all,

My name is Sammie Kang and I’m the Communications Manager for PLAYERUNKNOWN’S BATTLEGROUNDS. Today I will be looking back on our time at TwitchCon 2016!

post6

Day 0

Our booth was set up before we arrived in San Diego. The 14-hour flight was dreadful but seeing our backdrop with livestream screenshots from the last alpha test helped us recover quite quickly. We made this backdrop to give credit to the streamers who helped us in raising awareness of our game throughout the 1st alpha test. While we were making the gameplay video for our booth, our Marketing Creative Director Curtis came up with this idea and we all loved it. Unfortunately, we were not able to put everyone in the picture due to size constraints. We reached out to two dozens of streamers who gave us permission to use their screenshots. I believe having familiar faces right behind us throughout TwitchCon created a very warm atmosphere.

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2016-09-23

alphatestfeatured
alphatestfeatured

Players,

First off, I would like to thank everyone who helped us test our first alpha build, and especially the testers that gave us feedback and suggestions about the game.

This alpha test saw 4,032 players take to the battlegrounds, playing a total of 181 games over the 24 hours of the test. Some of you played more than others, but our stand-out tester was @GummyBearGunner who played 45 games in total!

A number of our testers had issues with performance, especially RAM usage and this is something we are committed to improving for the next round of tests. We were not able to focus on enhancing performance and stability in time for this test but the engineering team is working round the clock to find ways to optimize our game for the next alpha test. However, please be aware that there is only so much they can do this early in the development cycle.

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2016-09-07

vlcsnap-2016-09-07-19h21m26s829
vlcsnap-2016-09-07-19h21m26s829

Players, 

This week on the dev blog, we want to give you a look at the change-log and known issue list from the current build of the game. First though, a preview of gameplay from our current alpha build.

 

That is the build that will be streamed live on Twitch this weekend. Please, do remember that this is our first real alpha build of the game, and there will be a few more of these before we head to the closed beta stage of development towards the end of the year.

We also want to take this opportunity to address the concerns you all had with the character movement and animations seen in the footage above. We have a new lead animator joining the team next month who will rewrite the system from the ground up and add motion captured (mocap) movements for all animations. His previous work includes the character animations for Arma 3, so we feel that you all will be very happy with the character movements once he completes his work.

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