Daily Dev Log for June 8th, 2017
Hey everyone! Here’s what everyone on the team has been working on over the course of today, June 8th, 2017.
@Zak started working on the Arcade API today, fixing and adding new features to it. The first thing he added was some CVariant file operation functions, so that variant types (float, int, string) can be saved and loaded in the Arcade API’s package files. He also added some functionality to package metadata so that it can support variant types. This allows us to store non-string data in the project JSON files and serialize them properly. This was prompted by the need to support “width” and “height” parameters in Arcade packages. He also fixed an issue where the pitch on a sound channel would wobble a bit in the Arcade audio system, this was being caused by floating-point errors on the sound channel playhead. Lastly, the clipping algorithm in the Arcade’s element renderer has been re-written. This fixes a problem where polygons would occasionally overflow the boundary of the arcade screen in-game and flicker.
@macdguy helped test the 0.3.1.2 patch in preparation for its release. He also fixed some major bugs that came up during said testing. In addition, he created a debug panel for developers to easily manage game coordinators and view their status, in live games.
@Foohy has been busy with school work.
@Lifeless continued his work on the Containership map for SDNL. He spent the day modifying the layout of the map for optimal gameplay.
@Matt collapsed the M41A replacement highpoly model. He also started assigning texture coordinates on the model.
@MrSunabouzu has been continuing work on substance materials for SDNL. He finished the Hell wall texture for SDNL, and also started on terrain textures.
@Madmijk has been working on his Art Studio condo. He made some unique models for the walls, in order for the materials to tile properly.
@Johanna is out of town until June 10th in South Korea.
@Caboose700 helped test the 0.3.1.2 patch in preparation for its release, and also started the build process for Tower Unite clients and servers. In addition, he helped to create the changelog for the 0.3.1.2 patch, and managed / updated the dedicated servers when the patch was released. Alongside this, he continued integrating the new feature into the internal company system.
@Wergulz finished his work on the “left” run cycle animations.
@donglekumquat finished moving to Los Angeles. He also started work on the Music for Khromidro. He first worked on tightening the master and re-dialed the compression settings. He then re-chained the drums for some extra headroom. Next, he started to add more instruments past the chorus, and added some more instruments to fill the empty space in the song. Finally, he re-wired and cleaned up the orchestration MIDI in/outs to make his work easier.
That’s what everyone at PixelTail Games has been working on today! See you tomorrow!