Ha, Fooled You!
8 August, 2024
Heh. You were getting complacent, weren’t you? Expecting a Weekly Cheese each and every week without appreciating its finesse…its je ne sais quoi, if you will. Well behold! A Weekly Cheese two weeks in the making! Wait, you think I forgot last week? You really think that I, the humble and yet glorious Gumbo of Squids, would forget such a joyous occasion. Poppycock. Chicanery! Even if it happened, nobody would believe you. Now, let’s put all of this madness behind us and check in with the team.
The Who What
Ryan
Added in-game bug/feedback reporting system.
Added in-game console system.
Cleaned up a shitload of logging.
Cleaned up + reorganized the project.
Fixed some weapon fire animation mismatches.
Created a recoil generator that generates...well...recoil.
Worked with Daniel on a bunch of stuff.
Nothing exciting worked on this week, but all necessary. Switching gears for next week and looking forward to gameplay-related stuff. Probably going to overhaul DevMap.
ColdbrewCount == ??
Bryan
Map Junk and weapons for Tier 2 (Swamp) have officially been defined! Each individual item has been given a descriptive one-liner. Map Junk has breakdown recipes, and the weapons have unique build recipes.
In progress: Tier 3 Map Junk w/ descriptions and breakdown, Tier 3 Kinetic weapon descriptions and build recipes, and Tier 3 cheese weapon descriptions and build recipes.
Moving Mike the 3D art ninja into Tier 2 Map Junk model creation. Some might say he’s making swamp things.
Daniel
Reimplemented splash screen from old project. AHHHHHHHHHHHHHHHHHH.
Added new start screen to transition from main menu to actual game (instead of just materializing into the bunker airlock).
Reimplemented cloud inventory system.
Reimplemented map selection menu and matchmaking UI for airlock lobby.
Reimplemented Cloud player data saving system.
Reimplemented metaforge UI and logic.
Reimplemented quest log UI and logic.
Refactored and implemented base decorations.
Added more map junk to project database.
Changes to player skin/loadout update in real time in lobby again.
Player matchmaking region now autocorrects and updates to lobby leader's region (need to double check something, its a little broken oopsies).
Fixed issues from previous internal playtest with airlock.
Note: Working on getting ragdoll and player death systems back into game. Also working on reimplementing nameplates. Going to craft up a cool PvP arena for the team to mess around with on the Dev_Map for future playtests.
Marc
????? A man of mystery ?????
Mike
Dude is behind the worlds largest flat iron griddle (let him cook).
BRUCE
The man. The myth. The legend.
Alex!
He’s new, he’s true, he’s most definitely not blue!
Set up Unity and the project and started thinking through map designs.
Cole
Finished the teckie parts icon!
Started on the leather icon!!
Continued onboarding Alex!!!
OHHHHHH Sometimes…
So that was fun, right? We had “fun” together today I think. I’m glad you were here! We’re working pretty intensely here, and with the recode pretty much done and dealt with we can actually start to get back to the fun stuff. Map reworking, gameplay refining, and all sorts of fun to be had in the near future. I know the community is chomping at the bit to see more of the real afflicted and we’ll be working to get that back into a regular cadence.
I’ll see ya next week,
Squid