Sunday, January 26, 2020
- Team Deathmatch Mode
- Team select UI
- No Friendly Fire
- Damage adjustments
- Character Select Screen
- Killing spree messages
- New Test map
- Graphics options
- Texture, Shadow, Anti-Aliasing, & Effect quality settings
- Resolution scaling
Tuesday, January 14, 2020
Snek updateIn this update i'm working on integrating the new enemy model, code named "Snek"
The "snek" is a bigger character, so I tried to keep as many of the animations as faithful as possible while keeping his general silhouette close to his body. A lot of these characters have to share devices & doors that otherwise wouldn't make sense.
Wednesday, January 8, 2020
Networking! Online Multiplayer!I shifted focus to getting Online multiplayer to work inside Fadeout. Using Unreal Engine 4 it wasn't too difficult, but going from essentially 0 knowledge on how networking in games works to what i have now was not easy.
It took me the last 8 days, about 10 hours a day to really hammer it in. And I'm happy with the results. I have all movement, inventory systems, and weapons synced properly over the net. Trimming some fat by playing effects client side, and only syncing projectiles & damage makes it somewhat light-weight.
My next blog post will include some video of that, but I need to iron out some of the bugs first :)
I also added the ability to name yourself, and choose a color for your helmet. Which is sent to the server when you connect.
Sunday, December 29, 2019
Development updateIn this update I was focused on fixing as many bugs as possible.
To name a few I managed to wrangle;
- pistol exceeding max ammo bug
- shoot animation now plays as a montage on its own slot, BEFORE the aim offset
- dropped TNT couldn't be picked up again Bug
- fixed the inability to switch weapons after 'commander mode' (video below)
Saturday, December 14, 2019
Back on trackI thought I'd be gone longer, but I've had a opportunity to invest more time into the game. So I'm going to take it :). This coming weeks I will be doing art passes and refining some of the mechanics I left in-progress 2 months ago.
Notable upcoming changes:
- You will be able to give AI prisoners weapons from your inventory
- You can command nearby prisoners with your D-Pad (stay, patrol, follow, etc)
- Menu will be navigable with a controller
Tuesday, October 22, 2019
Development on PauseDevelopment of the game has been put on pause while I pursue other projects. (Temporarily!!)
It's very difficult working on this alone, and I need some time to restructure! But rest assured I will return in the coming months. This blog post is actually a couple weeks late, as I actually stopped around October 3rd.