We Can See the Light

25 January, 2024 

Everybody…it’s Thursday, so you know what that means. I mean, of course you do, because you’re here! Every week around here feels like both a long week and a short week somehow, and these last 7 days have been no different. Seems like so much progress has been made in the last week, and it’s honestly thrilling to see. It’s even gotten to the point where Ryan believes we’ll have the end-to-end demo complete within a month, ready for playtest. Strap in, folks, we’re going in hot.

More Memes?

Listen, we here at 3rd Shift Studios know what gets you all going. I mean, sure, you might have come for the comraderies and the impending release of the best game demo this side of 2005, but it’s the memes that keep you around (at least, that’s what I assume). So you’re gonna love it when I tell you that we have a brand new meme account on Instagram. Of course, if you’re really paying attention you’ve already seen some of the heat coming out over there.

If you haven’t seen it already, drop by @realterrytrueman on Instagram and give it a follow. Our boy Marc is out there crafting the best memes he can conjure, so send him some love. This community is great already, but I think we could make it even better by attracting some more folks who enjoy ridiculous humor and a healthy dose of cheese.

Fighting the Good Fight

The trenches of game development are fraught with peril and exhaustion, yet we carry on as diligently as possible. We’re here because of you, and we won’t stop until we deliver upon our promises. Let’s check in with the team:

  • Ryan

    • Main Menu

      • Started working on the new main menu scene (THE_BUNKER).

      • Got new UI Views set up for each room in THE_BUNKER.

      • Implemented simple camera transition between room logic.

      • Got our new intern, Cameron (Cam), set up with the project - he's started on the main menu.

      • Got Main Menu to fully work with controller support.

      • Completed base Menu Logic.

      • Got multiplay working with Main Menu scenes.

    • Technical Enhancements

      • Added new Matchmaking ticket logic that dynamically creates tickets for any game mode on any map.

      • Added support to handle multiple cinematics per gameplay mode through MapSettings based on game state. i.e entry, exit, death cinematics etc.

    • Gameplay

      • Got exit cinematic placeholder in & working.

      • Got death cinematic placeholder in & working.

      • Fixed NPCSpawn points not handling NavmeshAgent positions correctly.

      • Made more progress on Grated Escape game mode. When you die, you're out. Death cinematic plays -> you go into spectator mode.

    • Tools

      • Added new object spawner that will allow us to preview NetworkObject spawns.

      • Added visualizer for NPC spawn point.

      • Added visualizer for Item Box spawners.

      • All three above pull from the entity database so devs can just drag and dop the prefabs in. it handles all the heavy lifting automatically.

    • Multiplay

      • Got multiplay working for each of the 3 demo levels.

      • Multiplay is now working end-to-end with main menu. Showtime.

    • Bug Fixes

      • Fixed item box probability calculation - now working / foolproof.

      • Fixed uniqueID calculation for kinematic hitscan weapon - caused issues on multiplay.

      • Resolved issue with NPCController not finding all the NPC spawn points.

    • Animations

      • Implemented a new workflow for procuring animations for firearms. Saved the company 10s of thousands of dollars and months of time no big deal.

  • Bryan

    • Updating both gameplay documents to reflect more detailed gameplay mechanics as they relate to weapon acquisition and post-match options. Also compiling a list of game items and their classifications.

    • Working with intern Cam to build out the main Mozzapoly base.

  • Bruce

    • Degloving Terry for creating custom skins (it’s as grotesque as it sounds).

    • Prepping to diddle with new extraction helicopter.

  • Cole

    • Still working on adding details and refinements to THE_CITY Points of Interest and locales. Working with Bryan to develop new POIs that fit in with the lore and story direction.

    • Started logo design for the other factions in the game (read: not Mozzapoly).

    • Investigating performance draws within THE_SWAMP map.

As always, Ryan is leading the charge in knocking down the list of tasks we have. We’re closing in on the final technical challenges that stand between us and creative content building and polishing. It’s a super exciting time to be a part of the team!

Did Someone Say Intern?

A keen-eyed reader, or anyone with half of a brain cell, may have picked up on the word “Intern” up above. And you’d be right! We’ve recently brought on Cameron, a starry-eyed helper in these trying times. His efforts are already slashing through some bits and pieces that we’ve had cooking for a while. Keep an eye out and you’ll see his work coming to light in the course of the next few weeks.

In Closing

This is the final Weekly Cheese of January, folks! Hard to believe we’re already one month down for 2024, and it’s awesome having you all here with us. The afflicted train is full speed ahead, so climb aboard - it’s gonna be a grate year.

Do a lil dance,  

 

Squid 

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