Dev Map 2 - Electric Boogaloo

9 May, 2024 

You’ve gotta be squidding me. Is what I said when I found out that Ryan and Daniel had rebuilt the Dev Map to be even more chaotic and fun the moment I step away for a few weeks - I’m not even able to playtest! Ridiculous (I’m very proud of them). It’s time for another glorious edition of the Weekly Cheese, written from downtown No Wifi City. Let’s dig in.

What the Scallop?

Is what you all would say if no Weekly Cheese came out today. Fret not, however, as such things will not come to pass this week. Here are the details of what we’ve been up to this week!

  • Ryan

    • Added Augment configuration error handling.

    • Death camera now properly follows character even if you’re looking over left-shoulder.

    • Placed death camera update in OnRender() instead of on OnFixedUpdated() to eliminate jitter.

    • Added new “SimulatedCameraTransform” to fix bullets spawning behind you (for most scenarios. Still need to fix scenario where weapon barrel is sticking through geometry).

    • Performed a ton of maintenance and refactoring on the EntityDatabase.

    • Added logic to include the Entity that performed a HitData so we can access weapons, names, augments, etc. Still not fully working because of OOO.

    • Began UI layout for new death screen..

    • Injecting dealing entity into explosions (this piece just doesn’t fucking work).

    • Added null checks for projectile graphics.

    • Fixed the Rocket Jump jitter by like… 90% (idk how to quantify this shit, look its just a lot smoother now).

    • Changed default LobbySystem data.

    • Fixed invalid ‘X’ target position to properly match the true path of the bullet.

    • Fixed a bug causing new Unity accounts being created after initial Steam login to not cache the player data.

    • Added Portal Mechanic.

    • Added Speed Zone Mechanic

    • Added Launch Pad Mechanic.

    • Added Gravity Zone Mechanic.

    • Added Moving Platform Mechanic.

    • Added Trampoline Mechanic.

    • Overhauled DEV_MAP – it now has portals to each of the maps so you can test the whole game through here.

    • Fixed FPS drop on Swamp map and fixed the water shader.

    • Fixed bug causing server to generate maps 2-3 times instead of once (same with players).

  • Bryan

    • Continued work on the weapon/augment recipe catalog. Just to summarize:

      • Components have been given tiers (Rusty -> Standard-> Gilded) dependent upon the locale of gathered, raw materials.

      • Raw material will vary in quality, scaling up via map progression. The quality scale-up will directly translate to component quality (Desert -> Rusty, Swamp -> Standard, City -> Gilded). These components will be crafted at the Metaforge. Component tier will dictate the weapon’s tier, which will be available to craft with a little Loadout Lab NPC interaction. Fun stuff, I promise.

      • Currently, I am dedicating my time to building up our recipe catalog to consist of 100% unique recipes (no repeat components of the same tier/amount). I’ll also be keeping in mind that strong weapons should be difficult to craft. Sorry, not sorry. But still, sorry. Don’t worry. There will be easy ones too. Peashooters for EVERYONE!

  • Daniel

    • Did a lot of bug fixing alongside Ryan (I'm a good cheerleader I promise).

    • Fixed an issue where nameplates sometimes would not appear above players head in lobby (Or so it seems).

    • Added Melee weapon selector so that people can actually, you know, live half a lyfe (GORDON!!).

      • Rindles, this is directly pointed at you.

    • Added basic version of UI showing who killed player and what they were killed with.

    • Investigating implementing the basic ping pong minigame into the main game.

    • More lobby system refactoring with Ryan (it just keeps breaking...).

  • Marc

    • He was sickly, and yet still produced quality memes. What’s your excuse??

  • Mike

    • Doing his thing, animating folks!

  • Bruce

    • A busy bee!

  • Cole

    • Out of action for a while as I take care of some career things. Still working on posters and audio log development when I have the time and energy.

In Closing

You’ve reached the end of this week’s Weekly Cheese. Were you expecting an award? The best I can do is a nice pat on the back and a “Nice Job Champ!” with a good ol’ thumbs-up. Hope that’s enough for you. Thanks for being here on this journey - see you all next week!

The walls are closing in,  

 

Squid 

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