Daily Dev Log for July 10th, 2017
Hey everyone! Here’s what everyone on the team has been working on over the course of today, July 10th, 2017.
@Zak worked over the weekend on creating serialization and templating utilities for reading and writing the workshop file format.
Today he’s flying back to Seattle, but he also completed his work on the serialization for the file format.
@macdguy discussed a couple topics with the team today. He first talked with @Lifeless about the legendary stores, but decided to drop them and instead merge the items into the upgrades store. He then discussed the Cooking Recipe Book with @Foohy and @Caboose700, which is a way to view what recipes you’ve made. You can also find hidden recipes through catsacks or the metal detector. He also talked with them about the Fishing Journal, which’ll show the player all the fish they’ve caught. The last topic he talked about fusing items, where you could fuse a Jetpack with a Goldbar to get a Golden Jetpack. Aside from that, he made a prototype of the fishing rod item, failing to make a proper bobber but...there’s always tomorrow. He also implemented new item tags to the game.
Tag Additions: Treasure, Catsack, Dogbag, Redeemable, Consumable, Processor (for Cookers), Ingredient, Fusable, Bait, Fish, Kitchen, Games, Themed, and NoiseMaker.
Tag Changes: Lamp was changed to Light, Effects was changed to Emitter, and Metal Detector changed into Treasure.
These tag changes were done with the purpose of cleaning up the item organization for Fishing, Cooking, and the new Catsacks. He updated the Cooking Item Manifest, forced @Foohy to update a bunch of the item categories and tags on the manifest, and tested the new blender functionality with him. He tested the changes to the roller-coaster and Typing Derby, which still didn’t make waves in fixing the critical issues. The non-colorable columns in High Rise have been fixed, and the potion suffocation has been disabled while in Condos. The Body Pillow now flips when you press E on it, and lastly he fixed the light panels and acoustic foam items not saving properly.
@Foohy worked over the weekend on some stability fixes with handling the Steam API asynchronous callbacks. He also added a async node to blueprint for crafting items, which resolves the recipes and attempts the exchange. The last thing he did during the weekend was creating a functional prototype of the blender, taking in ingredients, crafting them, and outputting products all on a server.
Today, he fixed more edge cases that occurred with the blender, and actually got the opportunity to test it. He talked with @macdguy about fishing ideas and how to implement it. Lastly, he implemented exchange code for receiving fishing items.
@Lifeless continued working on art for the new rail-based Shooting Gallery ride. He also started working on visual upgrades for the Minigolf map, Waterhole.
@Matt worked on the vault door item, baking its normal maps, creating its materials and bones, rigging it, and creating the animations for it.
@MrSunabouzu continued blocking out the SDNL map, Hell.
@Madmijk continued blocking out his SDNL map.
@Johanna continued her work on the art for the Virus map, Solar.
@Caboose700 transcribed meeting notes and researched server providers for the Sydney server replacement. He also created test clients and servers for the Tower Unite 0.3.4.0 update, and tested the update. Lastly, he approved / rejected trivia questions.
@donglekumquat continued working on music for the Ball Race map, Khromidro. He also did some tests with various foley effects for the Virus weapons.
That’s what everyone at PixelTail Games has been working on today! See you tomorrow!