Weekly Dev Log for March 9th, 2018
Hello everyone, and welcome to the Weekly Dev Log for the week of March 9th, 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.
@Lifeless continued working on Compound, and started a new map named Trainyard.
@Madmijk fixed the radius decals not animating as intended on clients, and fixed the blade trap so that it spins properly, along with adding spawn and death animations to it.
@Matt worked this week on a Minigun weapon, creating the highpoly model.
Zombie Massacre: Minigun High Poly WIP #1
Zombie Massacre: Minigun High Poly WIP #2
@donglekumquat continued working on Round 3 music, as well as starting some pre-composition for the next rounds.
## Steam Workshop Progress
A breakthrough was made this week for Steam Workshop support, creating a skeletal mesh in Unreal Engine at runtime. This will be extremely important for player models.
Steam Workshop: Generating a skeletal mesh at runtime. This box was created 100% through code, and was created with one bone.
@JJosh has been reading your suggestions on the forums about items which are in Tower Unite, but not available for purchase. This week, he’s been going through the list, and has started to create some of these items. So far, he’s implemented the Soda and Vending Machines, the Canvas Sign, a Street Light, and the Cash Register. As of writing this article, he’s started implementing a Canvas Flag, Street Light w/ Canvas Flag. He’s also been creating some original items, such as the whiskey bottle below.
New Items: Canvas Sign WIP
New Items: Whiskey Bottle WIP
## Tower Express
@Caboose700 has been getting Tower Express finished and ready for alpha testing. He’s made some slight changes to the checkout procedure, turning it into a Modal Window instead of a separate page. He finished up the Sell Item page, which displays all of a user’s items that they’re able to sell, and added pagination to the order panel. In the event that the site needs to be disabled, a maintenance mode was created as well. Besides the code, he’s been busy getting the server ready to accept the Tower Express code.
The current game plan going forward is to conduct an internal test over the next couple days, and then open the site up to the general public. During this “alpha” period, it must be stated that the layout and functionality of the layout are flexible, and may be changing. None of the UI is finalized, and while the UI is responsive to an extent, it will start to break down on screens smaller than 1280x720. Core functionality however, such as buying and selling items, should be solid, and we will encourage users to find and report issues once we release it. We’ll let you all know when Tower Express is online!
@Johanna started creating the “grand finale” hole for the market area of the map.
@krionikal continued working on the first person hand, continuing to rig it and started conducting animation tests. He’s getting very close.
@macdguy was out of the office this week, @Johanna was out of the office starting on Tuesday, and @Madmijk was out of the office for two days due to tests in school.
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!