Weekly Dev Log for June 22nd, 2018


Weekly Dev Log for June 22nd, 2018

Hello everyone, and welcome to the Weekly Dev Log for the week of June 22nd, 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. Update

We’ve been hard at work finishing up our next update to Tower Unite, which addresses many issues founds in the release. We don’t have a concrete ETA to announce, but we plan on releasing this update very soon. For more information about, please check out the Trello card.

Unit Effects

Update will mark the return of the unit effects in the lobby. This feature used to exist in Tower Unite, and would play in the Plaza whenever a user obtained units, or purchased an item with their units. However, at some point in development, these effects stopped working, and had to be pushed aside. Earlier this week @macdguy worked on repairing this system, and we can’t wait to re-introduce them into the game.

Tower Unite Unit Effects

Zombie Massacre

New Death System

A change was made to how death is handled in Zombie Massacre this week. When a player dies and has no lives left, they will turn into a powerful zombie. The dead player will spectate helplessly as their zombified body attacks their teammates, and can only be brought back to life by being gunned down by them.

Droppable Item Decals

@Madmijk created some decals for the droppable items to help distinguish them.

Zombie Massacre: Health Kit Decal

Zombie Massacre: Turret Decal


Many variables were adjusted, including the damage values for the Minigun and Magnum, the boss spawn rates, and the amount of damage that the boss takes in (only taking in 80% of all damage). The boss’s health was also adjusted to a new value for when there are only three players in the game, and the player’s movement speed was adjusted to make upgrading the movement more worthwhile.

Melee weapon swing attack speed was adjusted, scoreboard health now updates correctly, and a bug where the spectate HUD would display even if the player state was invalid was resolved. The Survivor’s ramming shield was altered to now dash forward, and its duration was reduced. The Milk Carton playermodel can now be used in Zombie Massacre.

The Upgrade UI got a number of changes as well. It will not display Combo Power Duration in seconds instead of as a percentage, and now states that upgrades will persist even if the player changes characters. The Combo Power name and Special Item name will now use the actual name of the Combo Power and Special Item to avoid confusion on what the player is upgrading. The Upgrade UI will also now state N/A for the Combo Power Duration if the Journalist is selected, to make it clearer.

The health bar will now also display the player’s health in numerical format, and the health bar and lives counter was made more noticeable when they are empty.

Zombie Massacre: Milk Carton Playermodel

Zombie Massacre: New Survivor Ramming Shield Functionality

Bug Fixes

The Voice system was fixed to be in 2D as opposed to 3D, and was also corrected so that it works correctly when the player is dead. A bug where combo duration would not match the properly upgraded duration was fixed.

Slaughterday Night Live

Super Shotgun

Chris finished working on the Super Shotgun this week, finishing up the textures and applying some final polish.

Slaughterday Night Live: Super Shotgun Back Overview

Slaughterday Night Live: Super Shotgun Front Overview

Slaughterday Night Live: Super Shotgun Side View 1

Slaughterday Night Live: Super Shotgun Side View 2

M1 Garand

@Krionikal worked on firing animations for the M1 Garand this week. Sounds are not final.

Slaughterday Night Live: M1 Garand Firing Animation WIP

M32 Grenade Launcher

Alex continued working on the animations for the M32 Grenade Launcher, fixing the bones so that it will work with normal first person animations, and finishing the reload animation.


A visual bug with the Plasma Auto Rifle was corrected, and an issue with clipping with the Sonic Shotgun along with clipping issues at 120 FOV. TNT will now use the correct gib type.

Little Crusaders: Throne Room

@Lifeless added an alternate path to the balcony.


@Lifeless worked on a new particle effect for when a player achieves a Hole In One.

Minigolf: Kingdom

@Johanna continued working on Kingdom this week, wrapping up development on the holes and starting a optimization pass.

Minigolf: Kingdom Hole Progress

Upcoming Items

@JJosh continued working on new items for Tower Unite. This week he worked on the sugar bag, corner bar table, Small Aluminum Bleachers, Podium, and Canvas Wall.


@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!


hey you know what… thats pretty nice, i love it all :+1:


didn’t hold back the bolt when he put the clip in HHHHHHHHHHNG


coolio julio


hey cool playable milk carton


Interested to see these changes implemented in ZM. The main bug that bothered me was the missing melee range indicator, so I’m glad to see that checked off. Also those weapons and animations are looking better and better.


yesss fishing is being worked on!


:frowning: just going to give this some more attention


throwing units into a trashcan


video unavalible


So fishing’s back in the spotlight now? Nice.