Daily Dev Log for September 22nd, 2017
Hey everyone! Here’s what everyone on the team has been working on over the course of today, September 22nd, 2017.
@Zak continued working on the Chat Box UI.
@macdguy discussed the parental control requirements for Canvases, and started working on the system. He created an list UI editor for adding and removing strings, and a player UI editor for adding and removing players. These'll be used for the canvas whitelist/blacklist system, and the canvas player trust/ban system respectively. He also created an info boxy UI element for setting info helper text (for explaining things), and created canvas materials for pending and blocked canvases. He also worked on Plaza Events, improving the random item spawning code for the minigames, and starting to prototype a unit coin collection minigame. The minigames are now tied to AGC Events, and can be started and stopped at any point. Lastly, he finished the event manifest system.
@Foohy fixed some more issues with the Inventory UI, and had an extensive conversation with @Caboose700 on specific implementation details of the Moderation API.
@Lifeless add various ramps to stairs in the Plaza to smooth camera movement when climbing them, fixed some more floating items, and optimized and fixed various things in the Plaza.
@MrSunabouzu continued working on art for Zombie Massacre.
@Madmijk continued working on a gameplay element for the upcoming Minigolf map, Odyssey, and fixed the saves of Laser Projectors getting mixed up when editing them, which would cause them to be loaded into a mix of settings.
@Johanna is out of town.
@Caboose700 worked extensively with @Foohy on creating a new specification and implementation details of the Moderation API.
@Wergulz continued working on "zombie spawn" animations for Zombie Massacre, along with doing some research.
@Krionikal continued animating the revolver weapon, and created animations for a bat.
@Deniz continued working on the anti-aliasing setting persistence bug and looked into media player performance problems.
That’s what everyone at PixelTail Games has been working on today! See you all tomorrow!