It’s Friday and that means Dev Blog time!
There’s definitely a lot of news this week, so let’s dive right in. This week’s highlight is not one, but two separate things!
The first is the completion of the ‘Build Mode’ which has been on-going, but Ian finally polished it off this week. This is a really cool mode that you can enter on your IVG which allows for a much more streamlined base-building experience. You don’t have to enter your inventory every time you want to place a new item down, instead there’s a nice list of every buildable item that you have on you which you can then quickly be placed down. Moving already placed objects and even toggling activation is now faster and requires less steps than when out of ‘Build Mode’. The other really useful feature this introduces is the ability to send a scan outwards from your location which pings all placed buildable objects that are near to you. When the scan hits a buildable object it will make a little menu appear beside it which will show you useful information depending on the item. For instance an energy transmitter will show you it’s current charge level and how much time it has left before the Ion Core will be empty and will need a recharge. A storage container might show you how much space it has left and a hydroponics planter will show you information about what it is growing. Definitely all useful stuff and so far it’s been a real pleasure to use.
The next highlight for this week would be the completion of the initial implementation of some heavier afflicted NPCs. While they still will need a polish pass, they are now in the engine with all of their mocap’d animations which we recorded a few weeks ago. These characters certainly show off the citizen’s debilitating disease much more clearly and are pretty freaky to see sulking in the shadows. We can’t wait for you guys to encounter these characters!
There is one last bit of news that is a bit sad this week, but then it turns happy. Last week was Stephen’s last week with us here at NVYVE Studios. Due to some personal reasons he wasn’t able to stay with us, but he has done some awesome work on P.A.M.E.L.A. while he was here and we wish him the best in his future endeavors. The good news is we already have a new developer, Chris, tapping in and already started this week to pick up where Stephen left off. So everyone let’s welcome Chris to the team!
Here’s this week’s breakdown of the nitty-gritty:
- Trimmed hundreds of animations inside Unity (continued from last week)
- Lots of progress on the underground section of Garrison, the security district
- Started to model a new shield item
- The adventures of mocap cleanup continues
- Created concepts for some new shield items
- Rigged Sec-RT (secretary robot) model
- Finished implementing first pass of new heavier afflicted characters in-engine, including AI and animation integration
- Rigged some other unannounced characters
- Started to program the new hugely overhauled inventory, loadout and equipment menu. (more on this next week)
- Finished texturing the bone growth greebles for the heavily afflicted characters
- Started and completed the first VISR model (think equippable HUDs)
- Created a Data Tablet model
- Completed ‘Build Mode’ functionality for the IVG
- Fixed some issues with buildable items not highlighting correctly when scanned
- Started creating Pamela ability ‘Guidance’
- Created a ton of Garrison props
- Created a bunch of tiling environmental material that will be used throughout the world.
- Fleshed out our item spawning system to have more tools for designers, and have more control over spawning items
- Started implementing more miscellaneous consumable items
- Started his first day!
- Created Pamela Abilities menu