We Happy Few - Welcome to Wellington Wells, you Saucy Minx
Created by Compulsion Games
A game of paranoia and survival, in a drugged-out, dystopian English city in 1964. From the studio that brought you Contrast.
Latest Updates from Our Project:
Update #78 - Brewing the November update
over 9 years ago
– Fri, Oct 21, 2016 at 10:20:12 PM
Hi everyone,
This week we have a modest journal for you, as most of the team is working on secret story pieces, refactoring existing quests (Damn you Faraday!), and continuing work on the November build update. Sadly, refactoring is about as sexy as your father in law after eating Christmas dinner, so there’s not that much to show this week.
However, we are pleased to announce that we will soon have videos accompanying our build updates, and that our weekly videos will also look much more structured and polished, complete with audio commentary and all!
We also had the pleasure of having VICE visit our office and interview Guillaume. You can get a peek at our office and see the interview here.
Art Team
Marc-André
This week, I continued working on the almost-complete makeover of the Village houses. This time, I have been focusing on compositional layout and lighting of the four Village house variants.
In everyday terms, I have been doing heavy renovations. I painted walls, installed carpets and wood planks floorings and sent old furniture to the dump. Using fitting colour palettes, I redesigned a lot of rooms to be a lot more pleasing to the eye. I also took all of the furniture and colour variants I created in the past few weeks and laid them out throughout the houses.
One thing I am very thankful for is that all of this is virtual. Moving things around in a 3D environment is a breeze. I don't like a specific flooring material? I effortlessly press the delete key. Don't get me started on real house work...
As the house makeovers are nearing completion, all current changes to the houses will be in the November content update.
Alongside house work, I managed to fix a bunch of trivial bugs that made their way into the game.
Whitney
Hey everyone! Here's the final concept for our "Statue of Happiness". I squeezed a little time rendering this to a presentable level (even though it had served its production purpose long ago). Here you can see the old version next to the new one for comparison. I couldn't find a solid reference to work off from for this image, so getting the lighting to work on the statues was a challenge.
Design Team
Vince
Hey everyone! As we are nearing our deadline for the next game update, this week was all about making sure all those refactored encounters are working correctly. We also took some time to review all our respective encounters with David and the animators, looking at the little details (and yes, the occasional glaring bug), taking notes, and then fixing all that. A spoonful of new animations, a cup of map markers that support objective tracking, a pinch of conversation mode, and voilà!
Animation Team
Vincent
So much stuff to do! This week has been extra busy. Still, between animating and setting up conversations, I took a bit of time to make a little python tool in Motionbuilder. It should allow us to handle long phrases animation without going crazy!
The system we have is quite handy for short phrases, it chains (more or less) generic animations together to create a unique bit of animation that roughly matches the voiceover. But in order to see the result, we have to play it from the beginning. Now picture this with a 30 seconds recording and you’ve got yourself some perfect nightmare material: tweaking the 2 last seconds of an ‘AnimChain’ requires you to endure the 28 first ones an insane number of times! Don’t get me wrong, Alex’s writings and recordings are awesome.
With Marc’s help, we found a way to easily import the data we need for the AnimChain from a simple text file… so now we can arrange our animation in an editing software-like interface and export it (almost) straight into Unreal!
Youpi!
Thanks for tuning in!
Compulsion Team
Update #77 - The Refactoring Continues
over 9 years ago
– Fri, Oct 14, 2016 at 07:22:10 PM
Hi everyone,
This week we are getting much closer to completing the “refactoring” of all of our encounter content, using the new Quest, Conversation and Puppet systems. It’s a big job, as refactoring these quests have made it necessary to create a lot of new supporting content (eg animations and VO).
You may recall that last week we posted a survey asking you for feedback on our new Crafting Menu screen. We received well over 1000 responses before closing the survey, so thank you for participating!
Almost 90% of you picked the correct answer (basic lock pick), and most of the remaining 10% picked the next likely choice (advanced lock pick).
You might have thought that the answer was obvious, but this highlights how it’s very hard to design even a very simple screen to work for 100% of players. However, it is important that we ask these kinds of questions, as they help us know that we’re going in the right direction (and sometimes they even show us questions we didn’t know we needed answers to).
Narrative Team
Alex (Narrative Director)
I drove down to New York for the Future of Storytelling Festival, where Dan Pinchbeck (Everyone’s Gone to the Rapture), Sam Barlow (Her Story), Lance Weiler (Columbia University’s Experiential Learning program) and I pontificated for Chris Grant (editor-in-chief of Polygon).
I guess my spiel was that the future of storytelling is much like the past of storytelling; stories are stories. However, stories used to be oral, and used to change all the time. “Tell us again of how the hero Beowulf slew the monster Grendel and his mum,” the jarl would say, and the bard would tell the story, always slightly differently, with different kennings, making sure to dwell most on the parts of the story that had the most to do with the raid they went on last month.
Then some time after 1750, stories got locked down by printing. Each time someone stages Shakespeare play, it’s different, but Sense & Sensibility is the same every time you read it. Casablanca is the same every time you watch it.
Now we’re making games, and behold: we tell the story, you experience it, and then we add things and sometimes subtract things, and it’s different. And you play it and experience something different each time, we hope. “Tell us again of how the anti-hero Arthur Hastings GTFO of Wellington Wells.”
There was a lot of VR there. It might seem easy to generate a version of We Happy Few for VR goggles. However, making it playable on a full stomach, that would be quite a chore, and I hope the damn things don’t catch on.
Oh, and I met some very nice bobbies at New York ComicCon.
Back in the saddle on Tuesday, we recorded another hundred or so NPC lines with the lovely Hannah Melbourn. (I’m actually just assuming she’s lovely. I’ve never seen her, I’ve just heard her voice over Skype.) I came up with a list of 40 extremely English place names for a map, a list of 8 books to find in the Garden District, and a bunch of encounter dialog. I’m also hoping to wrap up the re-edit of the very last cutscene of Arthur’s playthrough, after a rewrite and a re-recording session for a fellow who is responsible for a sort of gate.
Lisa (new writer)
I joined Compulsion a few weeks ago as a junior writer. So far, I’m mostly writing dialog for bobbies and barks for [REDACTED] -- the girl with the thigh-high boots and hypodermic needle. She’s the most delicious, complex character I’ve ever had a chance to write for.
It’s both thrilling and intimidating to come onboard a game that already has such a rich world and distinctive voice. I’m cribbing from every “useless” course I took in university: English poetry, military history, the film aesthetics class that made us watch Blow-Up frame by frame. The story is blowing my mind, especially the part where [REDACTED].
Design Team
Adam
I finished the major pass on Faraday’s Encounter. And it’s in the testing phase currently. There is always a bit more I could do to add flavor… so I think I will :)
Hayden
For the last few weeks I’ve been working on a level for story mode, something that is sure to bring you much joy. But this week… refactoring old encounters was on the menu, and I was able to complete four of my encounters with more to come over the weekend. There were a few bumps along the way, but all in all, the new Quest, Puppet and Conversation systems are providing us with everything we need to create some really cool game experiences.
Vince
What’s up! Finally finished with re-fracktoring all encounters, this week it was time to implement all the nice conversations the animators made for us and add all those barks Alex recorded! Of course, the new conversation and puppet show system still have their little quirks, so we have to wait for fixes from programmers or work around them to see the results and thus making sure all the hard work the animators put in actually works well without any weird glitching or popping. It does add a lot to the game and to the lore because now you can actually listen to what the NPCs are saying without having to worry about crazy Wastrels sputtering nonsense or equally crazy Wellies being always paranoid you’re a bloody Downer! Lovely day for it!
Oh and we are also adding some little changes and additions to some encounters too, so you’ll have some surprises playing encounters you’ve played before. Beware!
Mike
Hey this week I made a polish pass on the levels that revolve around character interactions. People are now animated and feel more alive!
Antoine
Hello ! Gosh it’s been a while. I’ve been in the depths of Arthur’s story missions for some time. Let me tell you that designing those are quite an interesting challenge, especially since most of the game is built on survival mechanics. We were joking amongst level designers thinking about missions that would harness the core mechanics of the game. Here’s one: a long corridor with a ton of beds and food and the corridor makes you sleepy and hungry really quickly (I repeat this is a joke). Expect a blend of traversal and puzzles featuring a strange device.
I’ve also tweaked a bit how the spankers and Joy detection beams work. Previously we made a clear distinction between player and NPC in regards to polarity. If you reversed the polarity it would strictly get NPCs who are on Joy. A little too permissive and much too powerful in favor of the player. So I went for a more systemic approach. Spankers and beams now don’t make a distinction between players and NPCs. Quick scenario : If you are on Joy (as you should), the polarity is not reversed and you pass through Joy detection beams, you won’t ring the alarm. Nothing really special unless if you reversed the polarity, are on Joy and pass through beams you will activate the alarm! The reversed polarity security system will think that anything on Joy is hostile. Meaning that those crash syringes, crash darts and crash bombs will become a lot more useful (especially when you reach Village 2). You can clear an NPC of Joy and push them in a non reversed security beam and they will ring the alarm (since they are not on Joy). That also means that Spanker TVs found in Faraday’s House shouldn’t be a problem if you are conforming and taking your Joy.
Art Team
Marc-André
This week, I have been working on the Village house's interiors. There is some exciting stuff this week!
We now have a vanity, a wardrobe variant, storage shelves, tiki bar, glasses (sherry, martini, champagne, wine), towels, a coffee table and toilet paper (well, SOMEONE HAS TO DO IT...)
I am now making new bed variants (single and queen sized) to replace the very-old-&-low-quality mesh we currently have in the engine. These are currently still in progress.
In addition, I have focused on the interior lighting and composition of the houses. I have been improving on what I had done a few weeks ago, integrating the new props I made and starting to work on some old rooms that had yet to be retouched.
Through all of that, I also implemented a script that automatically syncs my source control workspace before I arrive in the mornings, which will save me a very cherished and productive five minutes every day of the week... forever!
Animation Team
J.R.
Hi everyone!
This week I mostly worked on Faraday's House of the Inventor! Yes, that one. I'm working closely with Adam to help him make this encounter playable once and for all! But it's too soon for me to show anything of value. Instead, while I was affected by a little bit of the plague myself I thought "might as well work on some plague animations"!
See you next week.
Michael
What’s up everyone!
It’s awesome to write about your work for all of the community to see. I have joined Compulsion this week and I am the new animator on the team. With no time to lose, I jumped on NPC dialog. I started working on the “Lilies Of The Field” quest line and did some animation retargeting on the Crier, using animations from our other characters.
Retargeting is a great solution for sharing animations on multiple different characters. We basically take an already done animation from one character, and put it on another with different body proportions. All that is left to do is to adjust the body poses in order to avoid clipping in the 3D mesh.
As the intro dialog for the quest progressed, I noticed we needed some gestures for the player character when he talks. So I did a first person animation that we can also re-use elsewhere in the game if needed. Those are fun to do, so I hope to do more later.
Thank you for tuning in!
Compulsion Team
Update #76 - Survey/Feedback time! Crafting Menu screen.
over 9 years ago
– Fri, Oct 07, 2016 at 08:37:56 PM
Hi everyone,
This week we have continued work on our quest system changes, and we wanted to give you an update about when you can expect our next couple of updates.
However, before we begin, we would like to ask for your help! We would like your feedback on something we’ve been working on: the upgraded crafting screen menu! Sarah talks more about this in her update, but if you want to give us feedback, please take this survey and answer the questions within. It is very helpful to us, so feel free to leave your feedback in the comment section as well!
Sam
Since we released We Happy Few on 26 July, we have published two major updates:
These were both quality of life updates to address community feedback, implement some new content, change balance, fix a few bugs, etc. The question is: what’s coming next? We have two things to do: fix and polish our existing content, and continue creating new content. Both are important, and both are being worked on currently. However, as the old content needs to be revamped (see Adam’s post below), it’s important that we do this revamp before the new content comes, so that new content isn’t plagued by the same issues. This revamp is taking a bit longer than expected, so we want to let you know when you can expect to see the next changes to the game.
So, the roadmap currently includes two updates in the next 2 months:
First week of November: Polish
First week (ish) of December: Village 2
The “Polish” update (we’ll come up with a better name) will completely rework our encounter systems. Literally everything in-game is being redone, using the new quest, conversation and puppet systems. We will also have a few new surprises, but we want to keep those as a secret until they’re ready. This update will effectively “master” the current content in-game, and we are hoping there will be far fewer progression blockers or save game bugs at this point.
The “Village 2” update will be the first time that we add a large amount of new content to the game. Oddly enough, this will be the second Village island, which will be the harder version of the Village island that is currently in game. It will contain a bunch of new quests, new NPCs and improvements overall to Village content, along with general improvements to the game.
That’s the current plan! We are, of course, working on the story in the background. If you guys have any questions or comments about this, please let us know in the comments.
Design Team
Adam
Hello all. We hear you about Faraday’s encounter! I’ve been on it for the past couple of days, and I have a few more days to go (hopefully less). It is my priority to make sure this encounter does not break no matter where you save/load, or if you just plain kill everybody or run away.
To illustrate what we are doing with the new quest system, I wanted to give you another before/after of what this encounter looks like “under the hood”. Here is the House of the Inventor as it was two weeks ago:
And here it is part way through the refactor into the new system:
As you can see, the new quest system has dramatically simplified the work we level designers need to do, and there are far fewer parts where the scripting can break. However, it’s not done yet, so please bear with me though as it is a very complicated piece of script!
Vince
Hi! Pretty much the same for me and Mike, we are just moving all encounter script logic to the new quest system to squash all those nasty quest breaking bugs, and we are nearly done! We should be able to add a nice layer of polish to all encounters with the new conversation animations the animators provided us with and move on to new stuff next week!
Art Team
Sarah
Hello, Chickadees! I spent the better part of my week hiding in the dark, pumped with drugs, and covered in blankets with a particularly nasty bout of the plague. Despite practically cheating death, I did have time to work on the UI some more, and apply some of Morgan's wonderful feedback, as well as input from both Guillaume and David. I'm very excited to finally share what will hopefully be the new Crafting Menu screen! For those interested in getting their hands dirty, we'd really appreciate YOUR feedback, too! We have a little test for you, and remember that any and all feedback is very much valued and appreciated. Thanks, and happy Canadian Thanksgiving!
Marc-André
These past two weeks, I've been focusing intensely on asset creation, principally for use in the Village houses.
I've been creating:
Modular air ducts systems (clean and dirty versions) for use throughout the underground levels and special locations
60s inspired wall dividers and credenzas (two variants; one storage and one for record player)
Mid-century and 60s inspired ceiling and table lamps
Lava lamps :smile: (And yes, before you ask, they will be animated. Once I get some good results)
Stars wall decoration
Wall radiators (clean and dirty version) (painted and metal versions) for use pretty much everywhere in the game
Mid century inspired living room chair
Kitchen dinner trays
The following assets are also currently in the works (but not completed yet):
New drawers furniture variant
Vanity
Tiki/mini bar with various decorations, such as martini and sherry glasses
Coffee table variants
Next week I will be focusing on three main things:
Assets involving clothes, such as beds and towels
Small items such as shampoo, soap, toothbrush, flower vase, etc.
Layout and lighting - finishing the first pass - for all four current Village houses
Emmanuel
What is 60s scifi without blinking machines? I found the perfect moment to finally introduce this fine modular computer (blinking machines) set for everyone's enjoyment.
Animation Team
Rémi
Hey everyone! This week was a very fun week, I got to play with corpses, A LOT! This might sound strange, but let me explain. Basically, since playing with ragdolls has been quite popular since the very beginning of the game, we decided to improve the system a bit and create animations! So we created a “Pickup Body” animation, a “Drop Body” animation and the beloved “Throw Body” animation.
Even if it looks like simple and short animations, I had to make a lot of iterations and work closely with our programmer Marc to make the integration. We wanted something quick, that wouldn’t freeze the player waiting for the animation to finish and the ability to use the same animations for all the characters. In order for that to happen, I needed to avoid “visible” contacts, since all the characters don’t necessarily have the same proportions. So in the final animations, I always make sure that the hand is hidden behind the body of the NPCs, which allows us to cheat and create the illusion of contact.
Then we also needed to be able to grab the corpses from any angle at any height. That was another constraint that I had to keep in mind. It would be weird if you were to grab a corpse on a bed and the player character leans to the ground to pick it up. The solution was to make the animations in a standing position and have very few ups and downs. That way, the animations will work with any angle of the player’s aim. In this case, simpler was better.
And finally, the more technical part was to make the switch from animation to ragdoll. This part is mostly handled in code, but we still needed to set the timing of when the corpse should switch based on the animations.
As for the rest of the week, I made some custom animations for certain encounters. A “Use Computer” animation, Pipe Valve interactions (Left and Right) and a “Panic Startle” animation. Have a good weekend!
J.R.
Hi guys! In the last couple of weeks we began improving realization for some of our encounters (as you may have read from Vincent's cryptic update last week). We started this a little while back, working on the foundations of this new conversation system. Now everything is in place for us to become masters of puppets and make cool animations for our chatty Wellies!
To make a simple recap, we animators have worked on different aspects such as facial animations that are generated from audio files, as well as various talking animations that range in emotions and intensity. Once that was done, Marc and Matt developed some very efficient tools to help us use those and make "animation chains"--a mix of animations that we can chop up and blend with each other--to go with the dialogue.
Without getting too technical too soon, let me just show you a little bit of what Remi, Vincent and myself have been doing with this so far. It is a work in progress - we need to fix some obvious issues - but it will give you a good idea of where we’re going with this. Check out the video and have a splendid week-end!
Thanks for tuning in!
Compulsion Team
Update #75 - Stupid, Sexy Encounters
over 9 years ago
– Sat, Oct 01, 2016 at 12:19:29 AM
Hi everyone,
The quest system refactoring is in full swing this week, as we migrate everything over to the new systems. This means it’s a bit quiet on the western front, but we have also had time to finish up the Xbox One version of the “Hey there good lookin’ update”, which is making its way out to Xbox One players as we speak.
Narrative Team
Alex
It’s not something we’ve talked about much, but up till now I’ve been on something like a three-quarters time schedule, which has let me write another game last year (Stories: The Path of Destinies) and a few TV scripts. I’ve been bugging Guillaume to bring me on full time, because this is the best work I’ve ever done, and because I can’t stop thinking about it. I am thrilled to report that not only will I be devoting all my time to the game, we are bringing on a new part time writer, Lisa Hunter. She has started working on the barks for She Who Must Not Be Named, as well as her story missions and cinematics.
Last week finished with three, count them three, recording sessions. We brought back the ineffable Julian Casey to play a slew of bobbies. We recorded about a hundred more things for Arthur to say in various situations. And we recorded more of a Character Who Is Very Important To Arthur.
Every hour of recording represents, I’d guess, a dozen hours writing, prepping, editing and integrating for the team and me.
Soon I will edit Arthur’s final scene, and you can see it ... next year.
Meanwhile, I’m working on Arthur’s story missions with David and our increasingly large squad of level designers. We are finally showing the Village islands the love…
Oh, and I’ve written quite a few compliments for the Compliment Machines. I wonder what happens if you reverse their polarity?
Art Team
Sarah
I had a blast making some new PSA posters and Village advertisements this week! Aside from those, it was all UI, baby. I had a nice long discussion about my menu screen mockups with Guillaume and Matt, where we covered a range of aesthetic/functionality Dos and Don'ts. Dos included "do continue to use contrasting shapes and minimalist mid-century graphic design." Don'ts included, but were not limited to, "please don't use that font, my eyes are bleeding," or "I see what you're trying to do here, but please just don't -- my eyes, Sarah. Bleeding." I may be paraphrasing a little, but you get the picture. Having open communication is key to delivering the best possible design, and every "please do" and "good God don't" brings us one step closer to a finalized design that we can all be proud of. Lucky for us, we also have the wonderful Morgan in the office this week to help steer the next phase of the UI functionality, and contribute even more deeply valued feedback.
All that being said, I'm still going to withhold those UI mockups until they are safe* to share with you, and share some of those safety PSAs instead. With so many dangers (allegedly) linked with handling and distributing Motilene, we here at Compulsion Games have made it a priority that the Wellies remember to equip themselves with the necessary safety equipment, should the wonder fuel of the future happen to leak onto their faces or whatever. Safety first, kids.
*Please refer to Guillaume's bleeding eyes
Design Team
Adam
Hello all! I’m the newest member of the level design team this week. Over the past 5 days, I have been re-working one of the quests into the “new quest system” which makes things a LOT easier on us… But I also felt like updating the layout of the land as well, so here is an image of the new & improved “If you give a pig a pancake”.
It’s been fun banging my head against the desk figuring out the ins and outs of Unreal 4.
Mike
Hey guys!
This week I worked with the animators on polishing existing character driven encounters (like A Terrible Life, Walkabout, Mushroom Logs...)
New underground level:
This is going to exist somewhere under the Village. You can find some good loot in there if you keep your eyes open ;) … Just make sure you’re not in the water when the electricity turns on!
Take care everybody!
Vince
This week was mostly re-scripting encounters over to the new quest system, and while I was on that, I also added some functionality and/or events to a few encounters that we felt could be improved, so there will be a few surprises here and there when you play those encounters again :)
Besides that, I also tweaked a few things in the Village Houses while Marc-André is updating the art for them, making sure they are still functional and ready for our next update!
Animation Team
Vincent
This week has been mostly about encounters! Yes, the encounter boat finally landed on the animation shores, so expect to (hopefully) enjoy some enhanced realization soon! Marc & Matt have been working hard lately to provide tools to help us make those tasks less complicated for our tiny animator brains. Hopefully we’ll manage!
Part of the work is reviewing all the quests and finding what to improve, and how… and if we can find clever ways to make some of the animations reusable, well… Optimisation, j’écris ton nom, as Paul said. I think.
Thanks for tuning in!
Compulsion Games
Update #74 - We are expanding!
over 9 years ago
– Fri, Sep 23, 2016 at 08:52:20 PM
Hey everyone,
Welcome to another Weekly Journal! Lots to share today as usual but before we get into it we wanted to share that we have recently hired in animation, level design, and QA and are now on the lookout for talented programmers and 3D environment artists, to help make We Happy Few as great as it can be.
Work on We Happy Few just keeps ramping up (as it has done for 2 years now!), and we are looking to bring on board new permanent team members to become part of the Compulsion team. These are full time roles based in our studio in Montreal, Canada. If you, or anyone you know, might be interested in joining us, feel free to take a look at our job posting!
Art Team
Sarah
I'll tell you what, if you were thinking "I simply haven't seen enough psychedelic wallpapers!" well shucks, you're in luck! If you weren't craving wallpaper, well I have some bad news: it's what's on the menu. This paisley jerk was a greater foe than I anticipated. Designing it in a way that fit our world while still maintaining some stylistic dignity was a challenge. It was important to capture the stuffy feel of paisley, while possessing some much needed ~*~GrOOvEy*~*~ flare. The swirly shapes were my response to that, but it was difficult to design shapes that didn't look, and I'm quoting Whitney here, "Too spermy, Sarah." On top of the visual decisions, making it believably tileable without noticing how and where it repeats was challenging also, but Emmanuel saved me a ton of time by showing me a little texture tiling trick (Offset Filter, where have you been all my life!).
I'm also developing another mid-century wallpaper pattern, but until I can get it to look less like a jar of cocktail olives barfed on an argyle Christmas sweater, I will spare you. Aside from wallpapers, I had some more marketing bits to assemble, and more UI menu mockups to design (heavy focus on the Inventory screen)! I've ALSO been conducting more research to shortlist some influential and iconic mid-century British fine artists, because the Wellies could really use some more paintings in their homes, don't you think? Have a great weekend, see you next week!
Warren
Just a quick update ... I've been away on secret projects but I'm back again for more We Happy Few fun!
I've been doing some more prop work and this week saw the completion of the Compliment Machines, which are possibly the most complicated thing I've done on this project! But at least they say things that make me feel better about that.
And in case you want to save some of those things for later when you're not near one of these handy compliment dispensers, I made you a tape machine.
Marc-André
This week, I have continued to progress on the Village house interiors (existing houses as well as a brand new one). I worked on integrating new wallpapers from Sarah. I spent a long time tweaking room layouts, color palettes and lighting inside the houses. Instead of focusing on a specific area, I am working on the houses progressively as a whole.
Design Team
Vince
Hi! This week for me was mainly refactoring my encounters with the new quest system. I did pretty much all the easy quests right away, those that didn’t involve too many NPCs moving around, and it went pretty well and fast. I have now started tackling more AI heavy quests. I’m currently on the Hallucinogenic Salad quest since Wednesday, and it’s quite an endeavour. I’m basically going over my multiple pages of script that was previously done and analyzing everything bit by bit and thinking about the best possible way and place to move and optimize that snippet and then moving on to the next one.
Since Marc-André is working on new Village House furnitures and arting up my new house (that I finished making the layout of monday), I added some features to those props: all the kitchen cupboards doors are now separate models, which means I was able to add a little random openness to them to break all those straight lines. The doors will also open at a wider random angle when the player searches them, this way, you can just glance at a cupboard and see if you already rummaged through or not (not too much for the leg-level cupboards doors though, because I don’t want any AI to walk through them!).