Weekly Dev Log for June 15th, 2020
Hello everyone, and welcome to the Weekly Dev Log for June 15th, 2020, detailing all the changes that have happened since June 8th, 2020. 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.
Work on Accelerate progresses, and we’re now planning on having an Alpha version of Accelerate in Update 0.10.0.0, our next major update. This initial version of Accelerate will feature Pine Valley, with two rounds per race. Future versions of Accelerate will have two tracks in each map per race.
@Johanna finished working on Track 1 of Pine Valley, and continued working on Track 1 of Sunrise Isles and Track 2 of Pine Valley. She also implemented the new fern texture into Pine Valley.
@Lifeless continued working on Track 2 of Bedzoom.
@macdguy worked on finishing the last core parts of gameplay for Accelerate, including the pre-round, customization UI, the “ready set go” logic, scoreboard, minimap logic, end of race podiums, lapped and finished UI, an incoming item indicator, and gameplay tips.
@Madmijk continued working on Accelerate items.
@Sketchman worked on events for the Flux item, name tags for other racers (including Avatar, and a line traced to the player), and changed the boost to account for the vertical direction of the kart.
@Will mastered and completed the music for Bedzoom. He also started working on various sound effects, including dirt rumble and time flux sounds.
Accelerate: Game World Menu WIP
Accelerate: Scoreboard WIP
Accelerate: Kart Customization UI WIP
Accelerate: Lapped UI WIP
Accelerate: Incoming Item Indicator WIP
Accelerate: Pine Valley Intro WIP
Accelerate: Pine Valley Crowd WIP
Accelerate: Pine Valley Start Area w/ Leader Cam Screen WIP
Accelerate: Pine Valley WIP
Accelerate: Sunrise Isles WIP
@Johanna worked on some improvements to the Plaza, working to update the atmosphere to feel more warm and tropical, while also implementing a work-in-progress version of the updated Games building.
Plaza Improvements WIP
@Caboose700 finished implementing caching for the Moderation API, and continued working on the OpenTDB rewrite.
Chris finished working on the cart for the rail-based shooting gallery attraction for a future phase of the Arcade.
@Lifeless worked on bugfixes for the “Knightsend-by-sea”, “Amphitheatre”, “Market”, “Throne Room”, “Overtime”, and “Emission” maps. He also created individual mega-threads on our forums for every single map in the game to keep reported bugs organized.
@macdguy worked on some new unit popup UI concepts.
@ThisIsntNath recorded new footage for an updated Arcade trailer.
@Sketchman fixed some more issues with the Steam Rich Presence. He also wrote parts of the Moving Platform code, fixing a bug that was applying a constant offset to the net sync system, and adding guards to prevent NaN errors. He also fixed some issues with the implementation of the Moderation API.
@Wheezwer worked on coloring the Steam Trading Card for Little Crusaders.
Rail-Based Arcade Attraction Cart WIP
Wrap It Up
That about covers everything that happened since June 8th, 2020 at PixelTail Games. See you all next week!
Join our Discord for development updates and community fun!
We love awesome people like you!
We’re also active on Twitter!
Follow our developments on our Trello in near real-time:
Take a peek at what’s being worked on every week in our weekly dev logs! There’s bound to be something interesting every week!
Please report bugs & submit suggestions on our forums. We’re active everyday & here to help.
For bug reports: https://forums.pixeltailgames.com/c/bug-report/18
For suggestions: https://forums.pixeltailgames.com/c/suggestions/7
<3 PixelTail Games