July 15, 2016 Adam

Dev Blog 40 – Saving the day

And thus ends another week of development. The big item on the list this week was the beginning of a proper save/load system, which was being put off in favor of gameplay development. Finally time to bite the bullet on that one and get it done!

Sorted out a few bugs/polish issues with the new player character, and HUGELY smoothed out the transitions between crouching/standing while aiming or in menus. Overall player movement and navigation feels much better.

We’ve also made solid progress on implementing a new melee weapon which was finished up being textured last week. We’re excited about the special effects for this one; should be a ton of fun to play with soon!

And last but not least, a great deal of work for done in the art department. We’re about halfway-done a huge detail pass on Oasis, the exterior courtyard area. There’s a new female NPC in the works. There’s also a ton of new consumable items being finished off, including new medical and stim items. Cool stuff all around.


  • More tweaking on NPC spawn placement
  • Ton of work on detail pass over Oasis courtyard


  • Imported and calibrated new weapon model
  • Created concepts for multiple new buildable items


  • Finished new player character model integration
  • Fixed several bugs with new player character
  • Properly implemented crouch system to blend properly
  • Planning mo-cap shots for next week


  • Started work on new female afflicted model


  • Finished upgrade nodes and alternate fires for previously existing weapons
  • Implementing new melee weapon


  • Finished modelling many new consumable items


  • Continued work on saving/loading systems

Thanks for the read! And as always, make sure to check back next week for a new update.

About the Author

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