July 8, 2016 Adam

Dev Blog 39 – Back at it

Happy friday!

We’re back from our summer break last week, full of renewed energy, vigor, and sunburns! Feels good to be back at it; as you might remember, we’ve got some exciting stuff coming up soon, namely a whole ton of new animation work for the NPCs. We’ve also updated the player character model, which means our full-body-awareness will look and animate even better.

We’ve also finished up work on a new melee weapon. Can’t wait for this one to get integrated, it’s going to be a ton of fun to use.

Progress has also been made on some crucial game systems, such as player re-spawning, menu navigation, and saving/loading which has just begun.

In less exciting news, we had some server-migration… issues… that took up a chunk of the week, which thankfully has been mostly taken care of.

Adam

  • Fine tuned zone culling system to load chunks of the environment more efficiently
  • Populated Arcadia and the Promenade with new batch of NPC spawn points
  • Set up work on item spawning in new zones

Alayna

  • Designed new heavy armor item
  • Finished setting up character clothing dye slot

Christian

  • Rigged and skinned new player character model
  • Started integration work on new player character

Patrick

  • Finished texturing new heavily afflicted NPC model

Ian

  • Implementing upgrade node system on all existing weapons
  • Adding upgrade support to all existing weapons
  • Finalized Subverser dart AOE effect

Mathew

  • Finished several new consumable items
  • Finished new melee weapon

Stephen

  • Set up “game loop” systems (main menu > spawn > death > respawn/menu) which sort of existed before, but were not fully functional
  • Started work on saving/loading system

That’s it for this week; check back next friday for another update!

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About the Author

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