Now I Am Become Cube

12 September, 2024 

Behold, the day of glorious Cheese is upon you! As is usually the case, I, the good Squid Gumbo, will be your humble guide on this journey into the Weekly Cheese. Get comfortable and buckle in, we’ve got some ground to cover.

Details from the Forge

  • Ryan

    • Added a new Finite State Machine system that allows for editing using a node graph editor.

    • Added a Network "wrapper" for the Finite State Machine.

    • Added animator state synchronization for NPCs.

    • Added two simple NPCs to dev map.

    • Added NPCs to nameplate UI system.

    • Fixed some editor stuff.

    • Fixed Left Shoulder perspective so bullets now do things.

    • Fixed predicted fire so its wayyy more accurate.

    • Fixed lobby list so it now shows active sessions that started prior to opening UI view.

    • Added hit effects for NPCs.

    • Added item pickup effect definitions. Right now driven by item tier.

    • Suppressed impact effect when an agent is hit - they have their own method for this.

    • Removed health regen for players.

    • Removed Jetpack from extraction game mode.

    • Began creating a Remote Config system that’ll allow us to handle game updates, seasonal events, and maintenance (i.e. prevent players from entering a match if servers are in maintenance).

    • Excluded hit effect spawning for batch server (shut up multiplay).

    • Fixed mesh config for DNA apparatus (shut up multiplay).

    • Removed audio player calls for batch servers (shut up multiplay).

    • Removed a bunch of logging (shut up multiplay).

    • Alright I’m going camping for a week bye.

    • Coldbrew Counter: 0 - switched to regular coffee.

  • Bryan

    • 'Tis complete! After a couple months of trial and error, we finally have something resembling a dictionary of weapons and objects specific to our weapon economy.

    • Each weapon is assigned a tier, has a short description, and has a logical (and hopefully balanced) build component recipe. Cheese guns have an additional R&D requirement that should serve as a sort of story progression, especially to those who decide not to prioritize the lore quests and opt for maximum PvP action.

    • Each Map has 12 exclusive 'Junk' objects. In addition, there are 4 'Junk' weapons to be found. Every last one of these items can be brought back to base, broken down into various components, which are used to craft one of our 40 weapons. Each 'Junk' object is assigned a tier based on the map from which the object is derived. T1 Junk into T1 Components, T2 Junk into T2 Components... You get the picture.

    • Weapon components will be the same tier as the 'Junk' from whence it came. Components can be increased in tier level by combining at a 10 to 1 ratio. They can also be decreased in tier level at a 1 to 5 ratio. It all depends on the tier level of your desired weapon.

    • Still on the to-do list: Defining weapon augments, base decorations, and player/weapon cosmetics.

  • Daniel

    • Revamped clone selection dungeon so that you can click the Trueman models. Does a cool zoom in when you want to confirm your selection.

    • Hit 240lbs/12reps on leg extensions (eat it Denny).

    • Continuing doing a bunch of school and homework. Trying to work on afflicted in free time (if I’m not playing the new space marine game).

  • Mike

    • Continuing his glorious work on assets and models for afflicted. The copper pipes were a glorious rendition in this week’s meeting.

  • Alex

    • The swamp map continues its development under the watchful eyes of this man. He’s cooking something that you’re all going to love and the whole team is excited to show it off to you.

  • Cole

    • Finally finished the weapon mold icon for the pistols. Have started working concepts for both the rifles and launchers, and now that we’ve nailed down a look the rest should be (SHOULD BE) easier. By the Emperor, I’ll do my best.

    • Workshopping thoughts around when the community can start playtesting again. After we deal with THE CUBE, of course.

In Closing

This was a great week. I’m feeling better and the team has really been cooking on the entirety of afflicted. I do really think we’ll start looking for our select community playtesters here in the near future, because things are really coming together. Ryan will be on a well-deserved vacation, so wish him well.

I still can’t taste anything, 

Squid

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