Daily Dev Log for June 9th, 2017
Hey everyone! Here’s what everyone on the team has been working on over the course of today, June 9th, 2017.
Due to the fact that we had released the 0.3.1.2 patch last night, and the fact that what is currently being worked on is not in a state to be visually shown off, we decided not have a developer stream. We do plan to have a developer stream next Friday, June 16th, at 4PM Pacific Daylight Time.
@Zak added a mechanism for calling host-side functions from Lua in the Arcade API. This was done by assigning a callback pointer, where the host application can intercept outgoing function calls from Lua. He also added code to the Arcade Unreal plugin to convert arcade function calls into Blueprint function calls. This allows the arcade machines to call Blueprint functions in order to interact with Tower.
@macdguy fixed an issue where joining Typing Derby from the game announcement message would not put the player in a seat automatically. He also determined the issue with Trivia that was causing it to freeze up, and implemented a change to hopefully prevent it from happening again. In addition, he further organized the Lobby game base. In Laser Tag news, he started the 2D text sequence for introducing the game type and team members for the pre-round state.
@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 continued assigning texture coordinates to the M41A replacement weapon.
@MrSunabouzu has been continuing work on substance materials for SDNL. He has finished making the wall and floor textures for the Hell level.
@Madmijk has been working on his Art Studio condo. He has finished the layout of the condo.
@Johanna is flying back to the United States from South Korea.
@Caboose700 created Tower Unite test builds of the client and server to test the future 0.3.1.3 patch. He also rebooted Trivia game coordinators in servers where it had broken. He also started to build a prototype of the Salmon Says arcade machine. To do this, he setup the game coordinator and other blueprint functions as well as started to create the C++ functions for gameplay.
@Wergulz started work on blocking out the “backwards” run cycle animations.
@donglekumquat continued remastering work on the music for the Khromidro ball race level.
That’s what everyone at PixelTail Games has been working on today! See you Monday and have a great weekend!