You’re Finally Awake

6 June, 2024 

Good evening fine folks of Mozzapolis, and welcome back to another episode of The Weekly Cheese! As always - I’m your host, your master of ceremonies, your Maitre'd of Fromage...the list goes on. 

“But where have you been, Squid?” some of you might ask. Away, far away in a mystical land of my own choosing. But the important thing is that I’m here now – and together, let us venture into the land of the cheese once more.  

The Details

No sense in wasting time, the hour is late as it is anyway! My proxy Daniel will provide you with an update on what the team’s been up to this past week (or two). Take it away, Daniel! 

  • Ryan

    • Reduced project build size by 20%. As an added bonus, accidentally deleted a ton of shit I wasn’t supposed to. We are so back.

    • Worked with Daniel on designing the inventory system.

    • Fixed some UI bugs.

  • Bryan

    • Picked some of the pretty colors for the inventory rarities/tiers.

    • Climbed trees.

  • Daniel (Y’all ready for my yap sesh?)

    • Researched the entity database and entity data classes to get more familiar with the backend code.

    • Added team-based nameplates that show a player's name and what team they are on (i.e. red team, blue team, yellow, etc).

    • Added a highlighting effect when looking at an agent, indicating if the agent is on your team or not (green is friendly team, red is enemy).

    • Applied rarity based colors to almost all UI regarding inventory items (weapons, map junk, components).

    • Created a new player inventory item type called Component. Can be produced by breaking down junk found around various maps.

    • Redesigned the DNA Stabilizer room to have a map junk transformer UI. In this UI you can break down map junk into components. Will be renamed soon (Bryan is cooking).

      • See your entire collection of map junk on the left side of the transformer UI, including the rarity of the items you have.

      • See your entire collection of components on the right side of the transformer UI, including the rarity of the items you have.

      • Convert map junk by selecting it from the menu on the left. There is a "Transform" button in the middle of the UI that will convert the map junk to a variable amount of components, should you have enough zombrie DNA to do so.

      • Preview an estimate of how many components will be produced after selecting a map junk item and entering a valid number of map junk items you want to transform.

    • Need to fix something with nameplates, they don't like to look at the camera sometimes.

    • Accidentally created nameplate identity theft (object pooling is now my arch nemesis).

    • Looking into ways to improve team manager (currently does not reset teams with no active players).

    • Talking with Bryan on visual and QoL improvements to transformer UI.

  • Marc

    • Do I even need to remind y’all? BROTHER HE MAKING MEMES!

  • Mike

    • Been fairly busy. Working on some gouda wedge ammo!

  • Bruce

    • Still a busy bee!

  • Cole

    • Arisen. Awoken. Far from broken. Starting to get back into the project.

In Closing

Folks, it’s great to be back in the fold. The team has been hard at work making afflicted really come to life over the past few weeks and it was incredible seeing what all they got done in my absence. For those of you with playtester access – hop in anytime and take a look around! Get a round of the Rhythm game in and try to beat my score – or Daniel’s if your moxie is good enough. And if you see a man by the name of John H – you'll know him when you see him – go ahead and perform the public service you find fit. The Colebar takes no prisoners. 

Yours Again, 

Squid (and the sidekick Rocket)

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Achieve This!

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Letting the Weary Rest