Hello everyone, and welcome to the Weekly Dev Log for the week of August 6th, 2018. Here’s what the dev team was up to this week! Note: Devs that don’t appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn’t need to be detailed.
Workshop
Mac has continued working on the workshop, including improving on uploading to workshop, asynchronously loading workshop models, and working on an in-game editor among other backend work.
Summer Update Items
Josh has been working on a bunch of new items, including Snail Plushy, Pallet, Honeycomb Shelf, Bleachers and more.
Arcade Updates
Johanna worked on a new and improved skee ball machine, as well as worked on a new arcade game
The untextured model
Laser Pistol
Chris has been working on a new weapon, the Laser Pistol
Initial Concept Block Out Finished Block Out First Person of High Poly so far
##Teleporter and Launcher
Mike has been further working on the teleporter and launcher, allowing for physics items to interact with them. He also added the ability to change the color of the teleporters.
Misc
Lifeless has continued working on Project ##
##Wrap It Up
That about covers everything that happened this week at PixelTail Games. See you all next Monday!
I’m hoping that this editor (which I’m assuming is for gameworld/condo maps) is sufficiently powerful. Community content always has the potential for mind blowing quality, but it always needs the tools to facilitate it. I’m excited to see how it turns out.
I chatted with Mac on the Discord recently about this. Basically the current verdict is that they don’t know yet if they’ll enable payouts for approved workshop maps, but it’s not out of the question.
The editor is currently for player models and item importing. Basically you can import a dae directly into the game, it converts it for you behind the scenes and into our model format, then loads it up so you can preview it. Once it’s loaded, I’ve created metadata associated with the model (which will be used for other item types later) which lets you adjust the scale (so models like Yoshi can be adjusted to be shorter), adjust hat offsets, see materials applied, and eventually mark certain materials to support coloring.
Then when you’re all set with the model, you can click upload, select an existing workshop add-on to upload it to or create a new workshop addon.
All previously converted models will be saved to a folder for manipulation later.
This is all handled within the game, so you don’t have to mess with external tools.
i was reading that and i blinked and it changed ^^^
im confused and scared now
oh yeah also i love the fact you can scale the size of the custom player models so it can be the right height for the character someone may have chosen, color certain textures in games for custom player models so i can have a normal green yoshi or a vibrant pretty pink *COUGH i meant manly salmon color yoshi, and the hat offset will be a big help to avoid awkward clipping of the hat and player model