Weekly Dev Log for April 20th, 2018
Hello everyone, and welcome to the Weekly Dev Log for the week of April 20th, 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.
There are a couple noteworthy changes coming soon to Tower Unite that were made this week.
@macdguy fixed Sound Cloud audio volume being incredibly quiet for the media player.
Default Condo Polishing
@Johanna has been working on some polishing changes to the Default Condo this week as well. The outdoor lighting will no longer seep into the interior rooms of the condo, lighting from the sun and moon will no longer go through walls, and rooms inside the condo will actually be dark when all the lights are turned off. In addition, a new detailed texture and model for the sliding doors found throughout the condo was added, as well as updated textures for the shoe rack, coat hanger, and bathroom sink counter. A new cherry wood material, created for the Lobby One Community Condo, is now being used for the wood floors throughout the condo, and the lighting effects have been improved, along with some subtle changes to the outdoor lighting to improve the visual quality. Lastly, she unified the texel density of the concrete and plaster materials throughout of the condo, so differing walls will no longer have differing resolutions.
Zombie Massacre has gotten to a stage where it can begin to be routinely playtested internally. This process is great as it allows us to find bugs that might not appear when creating features, but do during normal gameplay conditions. There are still many things that need to be tweaked and fixed, but it is in a playable state.
@macdguy has been working on UI elements this week, creating icons for each of the weapons, a character selection menu, and the scoreboard UI.
Zombie Massacre: Character Selection Menu Animations WIP
@macdguy also created a fading system for Zombie Massacre, so objects in front of the camera will fade out so the player can see their surroundings.
Zombie Massacre: Fading System on Gasoline
@Lifeless continued working on Gasoline this week.
Music / Sounds
@Will continued working on sounds for Zombie Massacre, this week working on the shotgun sounds.
@Wergulz finished fixing all of the zombie animations this week, went through all of the animations to ensure they looped properly, and exported the animations and put them into the game.
Slaughterday Night Live
Chris continued working on the M1 Garand for Slaughterday Night Live, creating textures and starting shading work.
Community Condo: Lobby One
Lobby One Community Condo: Teleporter UI and Logic WIP
@Johanna worked on the level streaming logic for the Suites, Gameworld Ports Hallway, and the Suite Hallway, and created a new fountain model.
@Madmijk worked this week on a Canvas Window item, and a Stone Fountain item. @JJosh continued going through the backlog of Tower Unite models to convert to condo items. This week, he added a Bedside Table, Reception Desk, Planter Pot, Wheelchair, Tool Tray Table, Food Tray Table, IV Stand, Hospital Ward Bed, Funnel Planter, Pyramid Planter, and a Cheap Wood Table.
@krionikal continued working on weapon animations this week, finishing the animations for the Scifi Handgun, and starting on the animations for the Pulse Rifle.
Steam Workshop Support
More progress was made this week on Steam Workshop support. Logic was added to strip prefixes from bone names in the bone hierarchy, and some fixes were applied for issues with animation retargeting.
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!