Volunteers

I know the answer will most likely be no, but I was wondering how open your team is to accepting volunteer work. I understand it can be risky legally and optically.
However, I am a developer experienced with games, and have worked on many open source projects, such as Godot Engine and Recoil RTS Engine, and I have used Unreal in the past. I am passionate about Tower Unite, and I noticed your group seems to be stretched a little thin, and I wanted to know if you would appreciate someone to come in and help tie up a lot of loose ends and small details that your game has had for some time. Such as:

  • Second Treasure hunt zone being a beach that no longer exists
  • Scaled chairs scaling players by both the chair’s scale factor as well as a player size zone instead of just the object scale
  • Many holes in Highrise geometry
  • Player scale not reset if a scaled chair is removed while they sit on it
  • Mirror camera near clipping plane is all kinds of messed up
  • Throwable units can carry players
  • Some pets are physics objects you can stand on
  • Gizmo glitches with spline editor
  • Grid on glove does not update properly

I hope you consider the idea, I would love to contribute to a game I enjoy very much.

1 Like

I can’t exactly speak for Mac and the gang here, but as far as I know, they aren’t exactly looking for volunteers in that sense. However, they’ve been utilizing the Beta Branch as a way to facilitate better testing of updates, so when a Beta Test goes live, you can opt-in that way and make notes of any issues you can find to report.

Nevertheless I’m sure they appreciate your dedication and willingness to help, as do we in the community. ^^

1 Like

When you talk about holes in highrise, are you talking about visual holes, or collision holes?

Hey there! I appreciate the offer, but we don’t offer volunteer work with Tower. We do appreciate the help with bug reports and participation in public betas. Bug reports help a ton!

We’ve been able to fix small, hard to find bugs that way. The game has a lot of components and with the added built-in editor tools, a lot of different ways things could go wrong or be hard to spot during testing. While we have several staff that build their own condos, people build in different ways.

As for what you’ve mentioned…

This is fixed in the next update. I moved it to behind the pool slides where there is a beach.
We’re also redoing the entire pool area and have designed a new proper location for the treasure as well.

This is done on purpose.

Can you show images of the holes we’ve missed?

This is also by design.

What do you mean by this? Do you mean the ones you place down or the built-in one? The issue is mirrors cannot have items placed directly behind them, we have code to grab items that are behind it directly and hide it but it’s a real tricky one to fix just due to the nature of how mirror’s work in Unreal.

Can you describe this issue more?

What do you mean by this? There was a fix just last update regarding grid snap size not updating properly with the Tower Glove. Is that the same issue?

1 Like
  • Player scale not reset if a scaled chair is removed while they sit on it
    I apologize, I was not clear. If a player is on a chair while it is scaled, they will retain the scale when they get up until they die or sit in another chair.

  • Scaled chairs scaling players by both the chair’s scale factor as well as a player size zone instead of just the object scale

Sorry, I meant that the effects stack.
Scaled chair:

Scaled chair with person in a size volume:

  • Gizmo glitches with spline editor

There are some cases when while editing something, you can have the gizmo persist in the world.

Selecting a spline node:

Selecting “Finish and Save Spline” when a node is selected:

Can you show images of the holes we’ve missed?

I will make a dedicated thread for the holes I found in Highrise and other maps, because… there are a lot. Should I also point out visual inconsistencies or weirdness, or just clipping and holes?

What do you mean by this? There was a fix just last update regarding grid snap size not updating properly with the Tower Glove. Is that the same issue?

That was the issue. Would it be possible to allow the grid to rotate? It would make building in some maps MUCH easier, particularly Highrise; the angled rooms are really annoying to build in.

1 Like

I am unfamiliar with mirrors in unreal engine specifically, but judging based on my knowledge of mirrors in other engines, is it not possible to set the near clipping plane for a camera in UE4? The techniques I have seen involve aligning the near plane with the mirror’s surface so nothing behind it is rendered.