The Only Good Bug…

7 March, 2024 

Heyo! It’s the glorious day of Thurs, people. The Weekly Cheese is upon us, and we must give thanks. Thanks to the community, thanks to the dedication of the team, and thanks (in particular) to the immense amount of bug fixing that Ryan has been doing. Let’s not waste any time!

Flipping Some Rocks

Last week, the 3rd Shift team sent itself and a choice number of community members hurtling into closed playtesting of afflicted. I’ll be the first to say that it’s already been quite a ride, and I’m sure Ryan would be the first to admit how intense it’s been. Since we started the playtesting, we’ve discovered a whole slew of bugs and peculiarities with the codebase that Ryan has been squashing at a breakneck pace. Knowing this, and from the bottom of my heart, I must give a hearty Thank You to our community testers. You guys are seeing the raw process of game development and the weird things that happen behind the curtain. I’m glad you’re here.

But What About the Details?

It’s been a long week of playtesting, bug finding, and bug fixing. Outside of that though, there have been some other things going on. Let’s take a look:

  • Ryan

    • Busy is Ryan’s watchword. So busy in fact, he hasn’t had time to provide me his normal notes! But that’s alright - he’s been cranking away at the bugs the team has unveiled. If you want specifics on what he’s been up to, I can’t really help you. The bugs have been so scattered and overwhelming that we’re just going to say he’s been making the codebase stronger and more robust. This is what playtesting is for!

    • Vitals

      • Coldbrew Counter == ?? (Ryan slaughtered my recon squad).

  • Bryan

    • Working with Mike on improving base / bunker details for non-gameplay areas.

    • Continuing documentation on weapon components, decorations, and consumables.

    • Still thinking about script/screenplay for entry & extraction cutscenes.

  • Bruce

    • Still dreaming up new Terry skins…among other things…

  • Marc

    • More memes!

  • Mike

    • Continuing to work with Byran on map pieces, bunker aesthetics, and zombie models.

  • Cole

    • Adding spawners and item boxes to the city map.

    • Creating new weapon icons and updating existing icons to better match the weapons within the game.

In Closing

This week was largely focused on playtesting and bug fixing, as I mentioned earlier. That kind of work definitely makes for a less-than-exciting week in review for you, I’m afraid, but have no fear! We’re churning and burning as much as possible to get this demo into a playable state for the rest of you, so stay tuned.

Fun fun fun,  

 

Squid 

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