Rockets Shooting from Where?!

10 October, 2024 

Well, uh, that was an interesting set of playtests. In fact, I don’t know if it’s safe for an audience such as this. In short, let’s just say that there were explosive munitions errantly firing out of…uncouth areas. Like a weak intestinal system after too much Taco Bell (not me tho, skill diff). Welcome folks one and all to your favorite weekly brainrot - the Weekly Cheese! Let’s gather around the proverbial fire, Stalker, and I’ll spin ye a yarn of our most recent activities.

The Updates!

  • Ryan

    • General

      • Working with a new contractor to get FPS Arm (View Models) rigged and animated.

      • Met with a new contractor to get some new cinematography done for the game.

      • Both of these lads are wicked talented.

    • FPS Branch

      • removed console system and trello system.

      • Added inventory details when clicking on an item + selection outline.

      • Added loot tables for NPCs.

      • Fixed local player skin icon not showing in GameplayUI.

      • Reorganized GameplayUI + removed jetpack stuff.

      • Hide crosshair elements when ADS.

      • Fixed particles for local player muzzle flash because holy geez.

      • Fixed ADS logic so FPS view model moves to camera, rather than camera moving to view model (i dum i sory).

      • Added a bunch of FPS viewmodel behaviors for procedural motion (Sway, jump, locomotion).

      • Fixed some other FPS viewmodel logic so local player doesnt execute proxy FPS logic.

      • Cleaned and reorganized the entire project.

      • Fixed agent skin not showing default skin in lobby.

      • Removed side switching.

      • Bunch of bug fixes.

    • Welp... foundation is set for FPS cutover. Still more cleanup to do to remove 3rd Person cruft buuuut im going on vacation for the weekend with the lady k byeee.

  • Bryan

    • Drafted a list of augments to represent Tier 1 of our extensive kinetic augment list. Tier 1 augments will be dedicated to stat boosts, with each boost being accompanied by a balancing debuff. Still hashing out the numbers, but we have at the very least a starter list of augments to test before deciding what stays and what goes. Next week will be dedicated to the same process, only this time in Tier 2

  • Daniel

    • Diffing the hurricane. Low diff.

  • Mike

    • Refining his designs for the city map!

  • Alex

    • Still working on some real life stuff, but he’ll be back in action in a few weeks - fear not.

  • Cole

    • Continued the rifle mold - coming along quite nicely. Launcher mold in feedback mode!

In Closing

I hope everybody here survived the boy Milton these past few days - for those who aren’t Daniel and live in Florida, I wish only the best. Daniel’s just built diff I guess. Anyway, from everyone here at 3rd Shift - hope your October is good and spooky! See you all next week.

The floor here is made of floor, 

Squid

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