Weekly Dev Log for April 6th, 2018
Hello everyone, and welcome to the Weekly Dev Log for the week of April 6th, 2018. If you haven’t heard, we’ve recently retired our old Daily Dev Log in favor of the Weekly Dev Log, which will allow us to give a broader picture and explain things in plain English, while also including some photos from development. Without further ado, let’s get started.
New Artist
We’re pleased to announce our new hire Chris, who will be producing weapon models for Slaughterday Night Live.
Zombie Massacre
Upgrade & Character Selection UI
@macdguy worked this week on the Upgrade and Character Selection UI for Zombie Massacre. He also finished the upgrade system so the upgrades actually impact gameplay elements.
Zombie Massacre: Upgrade & Character Selection UI WIP
Grenade Launcher
@Matt continued working this week on the Grenade Launcher, creating the High Poly and Sight.
Zombie Massacre: Grenade Launcher Overview 1 WIP
Zombie Massacre: Grenade Launcher Overview 2 WIP
Zombie Massacre: Grenade Launcher Overview 3 WIP
Maps
@Lifeless continued working this week on Trainyard.
Sounds
@Will continued working on sounds for Zombie Massacre, working on melee sounds for the Guitar and the hit sounds for the Sledgehammer.
Zombie Model
@Wergulz attempted this week to change the rig for the Zombie Model to fix a problem with a broken arm in Maya, in an attempt to avoid reanimating the Zombie all together, although this didn’t end up working. After this attempt, he began working to fix the animations.
Virus
Weapon Animations
@krionikal worked this week on creating the reload animations for the Sonic Shotgun, and started on the animations for the SciFi Pistol.
Zombie Massacre: Sonic Shotgun Weapon Animations WIP
Bug Fixes
@macdguy worked a bit this week on tackling some long standing bugs with Virus.
Issues fixed include:
- Fixed a sphere on the players blocking bullet traces.
- Fixed the chat/AFK icon being displayed at the bottom of the player spawn.
- Fixed the scoreboard not showing all the players due to font size and issues with clipping.
- Fixed the reload sounds for the Double Barrel and Handgun playing everywhere.
- Fixed the shoot sounds for the Sonic Shotgun and Handgun being extremely loud.
- Fixed the shoot sounds for the the Handgun not always playing.
- Disabled the hands for the TNT and the Adrenaline.
Slaughterday Night Live
M1 Garand
Chris has been working on the model for the M1 Garand over the past couple weeks, which will be used in Slaughterday Night Live.
Slaughterday Night Live: M1 Garand Overview WIP
Slaughterday Night Live: M1 Garand Closeup WIP
Slaughterday Night Live: M1 Garand Scope WIP
Slaughterday Night Live: M1 Garand First Person View WIP
Community Condo: Lobby One
@Johanna worked this week on the Lobby One Community Condo, working on remastered textures and the Atrium area.
Lobby One Community Condo: Preview 1
Lobby One Community Condo: Preview 2
Lobby One Community Condo: Preview 3
Lobby One Community Condo: Preview 4
Lobby One Community Condo: Preview 5
Lobby One Community Condo: Preview 6
Lobby One Community Condo: Preview 7
Lobby One Community Condo: Preview 8
Lobby One Community Condo: Preview 9
Lobby One Community Condo: Preview 10
Upcoming Furniture
@joshua continued working on adding new furniture to Tower Unite this week. He spent most of this week fixing collisions for many of the new items. He also created colorability for the Coffee Table and the Bookshelf Rings. New items added this week include a Plastic Tent, Antique and Casino Lamps, and two new Ceiling Lights.
Steam Achievements
@Caboose700 continued working this week on implementing Steam Achievements into Tower Unite. This week he completed achievements for Little Crusaders, Trivia, Typing Derby, Laser Tag and Bowling. In addition, he ensured the internal achievement list was up to date with the manifest on Steam, and added additional achievements to Virus and Ball Race.
Steam Workshop Support
This week was focused on creating a new Workshop rig after learning from the first rig. You can read more about this effort here.
Wrap It Up
That about covers everything that happened this week at PixelTail Games. We’ll see you all next week, and have a great weekend!