It’s the Bee’s Knees
8 February, 2024
Folks, another Thursday has been brought upon us. And like the many Thursdays that have come before, I am here to present you with the greatest of blogs (no, it hasn’t won any awards - stop asking) - the Weekly Cheese! Now I usually talk more here, but it’s getting a bit late and I’m a lil sleepy. So let’s jump right in, shall we?
Around the Horn
By now you’re probably used to how the Weekly Cheese goes, right? I yap for a bit and talk about nonsense, and then eventually we get to the details. So let’s cut to the chase like last week, eh?
Ryan
Automated the portrait photo taking & assigning to skin data process since I physically cannot keep up with B R U C E.
Added a new type called PlayerLoadout which will be used to remember the players selected loadout -> send the loadout to server -> server will spawn the requested loadout for the player. Next to test on multiplay.
Set the foundation for primary weapon selection in the main menu. Able to select a weapon - your game remembers your selection - server will assign you the selected loadout.
Added a bunch of Bruce’s new skins.
Automated the portrait icon taking for each of the skins (I literally had to do this because I cant keep up with how fast Bruce works).
Started overhauling the weapons in game to use AdvancedHitscanWeapon.
Completed the following:
RPG
AR-49
AK-87
Big Iron
Cheese Ball Gun
GX-Custom
Gyrogat
Lil Pumpy
Long Iron
M4
M16-Custom
M249
M416
M1099 (lol)
Vector-6
MAC_10
MAC_249
MG42
MK.14-E
MP5
Nailgun
RPK-V
Fixed bug causing the Explosion.cs to not register hits properly.
Started moving more stats to the Projectile - such as damage, velocity, etc. Also added some other attributes such as gravity and explosions.
Increased the resolution of the skin portrait taker.
Fixed bug causing wrong transform data to be injected into the Weapon.Fire() routine when on right shoulder.
Helped Bruce fix character head vertices issue so character will now look up & down properly.
Implemented gravity for the new AdvancedHitscanWeapon type.
Implemented bouncing for the new AdvancedHitscanWeapon type.
Moved the Weapon Slot Category field from the weapon itself to the WeaponData object.
Weapon loadouts for primary, secondary, and melee weapons working.
Got the shop mechanics working - bought the first weapon with zombrie DNA (I am so fucking tired but stoked idk how to explain it).
Vitals
coldbrewCounter == 25.
Bryan
Commissioned another bushel of fresh designs to join the ever growing list of individually-themed zombies. Our resident 3Dartninja is set to deliver on this one.
Worked briefly with Cam to offer guidance as he works to construct the Menu Base. Airlock, Armory, and Arcade all approaching the finishing stages. Changing Room still to go.
Began developing a potential melee-based Class System, thanks to some community inspiration. Documentation to be drawn up.
Further developed the weapon acquisition/progression concept. Will work with Ryan and Cole to pull together an appropriate research tree to fit the ‘afflicted’ vision. More documentation to be drawn up.
Bruce
Killing it with the skin designs for the game. Seriously, he’s doing some incredible work.
Marc
Resident Meme Lord!
Cam
Doing tons of great work on the Bunker, as Bryan mentioned above. Super stoked to see what the finished product will look like and how it’ll feel.
Cole
Hefty amounts of work on THE_CITY map. Like, so much of my free time this week was on this map, and there’s still a bunch to do. The grind is grindy. And by golly, we’re grinding.
Still need to investigate performance draws within THE_SWAMP map.
That’s it. Seriously, that’s all of it.
In Closing
Why are you still here? I said that was it. Go on, get out of here! Go! (I’ll see you next week).
Byeeee,
Squid