June 3, 2016 Adam

Dev Blog 35 – Stabilizing and Polishing

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This week we’ve been busy polishing and stabilizing across several areas of the game. Tying up some loose threads, sorting out some inconsistencies, that kind of thing. Not necessarily the most exciting week for new features, but we’re making decent progress towards smoothing things out before it’s too late!

And if you missed it last week, our Coming Soon Steam page is live! Check it out and give it a wishlist if you like – http://store.steampowered.com/app/427880/

Here’s what we’ve all been up to:

Adam

  • Attempting to upgrade to Windows 10 (pros: DirectX12, cons: why is my computer running slower than Windows 7????)
  • Further progress on exterior courtyard area

Alayna

  • Create some paintovers and environmental concepts
  • Setting up weapons and equipment to support dye modules
  • Made a bunch of new icons for various purposes

Christian

  • Created more efficient NPC vision system for huge performance gains
  • Started to replace some old AI logic with more streamlined systems, for improved performance and flexibility in the future

Patrick

  • Finished several new utility attachments
  • Fixed some rigging issues for performance improvements across all weapons

Ian

  • Finished implementing new additive scene loading/seperating systems
  • Reimporting new weapons with fixed rigging

Mathew

  • Modelled weapon and attachment cases
  • Continued work on modelling new utility attachments

Stephen

  • Added new difficulty levels for hacking minigame
  • Final round of polish on hacking system
  • Added “Security Response” to failed hacking attempts
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About the Author

Adam
Adam Adam is the Studio Director and Level Designer at NVYVE Studios.