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What did we see yesterday? A lot of it was the cover system, but it seemed there were a lot of improvements beyond the cover system, and we saw DataForge and how it can be customized.
Gordon McLean · Gameplay Programmer, FPS team

Yeah, so that was the first time, I think, the cover system's been seen ever. It's been something that's been in development for a long, long while. I've been working on it probably since back in November, give or take. So we've always been working on that, iterating on it. This is the first time it's really been shown off. So there's the cover system itself, and there's the general FPS stuff we've been working on, because it obviously had a lot of work. We've done loads of stuff on player movement and weapon feel and just all the core features of the FPS. And obviously you saw DataForge as well. It probably doesn't get shown off quite as much. I know Ash, the guy that wrote it, said cheers to me this morning, because that's the first time it's ever been given a shout-out.

Jared Huckaby · Host, Community Manager

We showed them DataForge twice. This was the second time we showed DataForge. We did a segment with Mark Abbott a couple of months ago where we showed it off. It's not one of the sexier features in game development, but it's such an important tool that we waited so long for. And Ashley Canning, right? Ashley Canning is a legend as far as I'm concerned.

Gordon McLean · Gameplay Programmer, FPS team

As far as game development, one of the big aspects is games are basically a big database of values. It's lots and lots of numbers that you need for lots of different things. So having DataForge is just — it's a centralized repository where we can put everything, and it stores it well and it's all validated, and it checks against all, like if you've got a bunch of audio clips, it checks all the assets exist every time you try and export. Obviously, there's the tool itself with the live edit features. It's so good to use and so streamlined, as opposed to being lots of XML files everywhere that you've got to edit by hand. It's just glorious.

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Published on this date.2016-08-05
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