Weekly Dev Log for June 15th, 2018


Weekly Dev Log for June 15th, 2018

Hello everyone, and welcome to the Weekly Dev Log for the week of June 15th, 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. Release

This week we focused on getting the update to Tower Unite released. You can read all about this update here. Patch

We’re currently working on a bug fix patch to fix some of the issues that occurred in

Zombie Massacre

@Madmijk worked on fixing an issue with the turret, where sometimes the smoke wouldn’t despawn when the turret did. He also made exploding scenery object radii distinguishable from the Doctor’s healing kit radius, so that players won’t get confused. @Lifeless made some changes to Trainyard to prevent players from getting into areas they shouldn’t be able to get into. He also fixed an issue on Compound where Zombies could get onto the roofs of buildings. Various out of bounds zombie areas were also fixed.


@Johanna fixed some issue with the plaza that were reported with She removed some invisible walls around the Ferris wheel, and fixed the level streaming unload issue in the back of the electronics store. She also fixed some lightmap issues, fixed invisible prods around the map, and moved the rooftop bar into a sublevel for level streaming purposes. Level streaming for the subway station was fixed, as well as various issues with items popping in and out, and added music to the Zombie Massacre port.


@Lifeless made some further fixes with Cove in, fixing an issue where players could get stuck in the pipes on Hole 17 of Cove. Also in Cove, more camera transitions were added to prevent the camera from clipping into the rocks on Hole 17, and he prevented the ball from going off track on the HOI path on Hole 3. @Johanna fixed some post process settings which was making Sweet Tooth appear dark on medium settings (this also fixes some issues with the Little Crusaders map, Toy Room).

Slaughterday Night Live

Super Shotgun

Chris continued working on the super shotgun, finishing the normal maps and starting on texture work.

Super Shotgun: Back Overview WIP

Super Shotgun: Front Overview WIP

Super Shotgun: First Person View WIP

M1 Garand

@krionikal continued working on animations for the M1 Garand.


Alex started working on animations for the Katana.

Minigolf: Kingdom

@Johanna continued working on Kingdom this week, doing some art optimizations to the Market area. She also worked on adding more courses, tweaking and finalizing Hole 17, starting work on Hole 15, and finishing an environment for Hole 16.

New Items

@JJosh continued working on new items for Tower Unite, this week continuing work on Flour and Sugar bags.


@Krionikal continued working this week on the rig for the Fishing Rod.

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!


5.0.0 is great! We finally have our hands on ZM after all this time. Even with some of its current quirks its very arcade-y and fun, the music is on point as always, and seeing the level intros do big camera sweeps over the new maps feels so fresh and new. Along with the boss intro it gives a nice cinematic framing other game modes don’t really offer. I hope you guys do more with that camera system in the campaign content! Also very nice weapon variety.

The multitude of new fixtures and shelving items in the new item batch is ideal for the condo I’ve been working on as well. Overall super happy with the update and excited to see what these dev logs start focusing on next!


Igor, launch the complaints saying that the super shotty is OP.

Now we just need a fedora hat.

The new items we are getting sounds really sweet.


If this shotgun doesn’t send you flying when you shoot under yourself i’m filing a complaint.


Oh man, that shotgun looks great! Does this mean SDNL is the next Game World?


The Redneck Space Agency

  • If they can launch bullets they should be able to launch people


Makes me wonder, will we be getting a box that makes us invisible when we put it on, just like the milestone reward for PVP? I’d love for that to be a milestone reward in TU