No new update of worth to the test build this week, however we did make some progress to note.
Larry continued forward with level designs and started putting some spaces from early in the story together. He’s really hoping to have some updates to the build next week, allowing these spaces to be explored.
Mason and Peter worked together on creating different triggers/detectors for enemy behaviors, including much debate on how they’re best implemented. Basically we’re developing a system of thinking so each decision needs to be taken and considered as a new addition to this collection of behaviors rather than as a simple action in a script. Again this system is largely front loaded with work but the payoff is faster enemy creation with a base set of reusable logic.
Gewargis worked on getting animated portraits working. It’s a little more complicated than initially thought, so it will take an additional work session to get it working. He also watched the Bears get pummeled and was thoroughly disappointed. :-(
This week we worked on level designs for story missions, and regularly visited spaces. To make things easier with the story mission document was converted to be more of a wiki instead of one long doc. Maybe spent a bit too much time on it, but it’s been so much easier to organize development notes for these levels. This coming week we’ll get them from notes and drawings into explorable spaces and then update the build.
We wanted to wish everyone a happy Labor Dabor Day!
We’re taking the Holiday Weekend off and we’ll be continuing work on Moon Intern right after.
So we released a test build last week. This week we worked on some maps for the story, as well as a bunch of enemy behavior stuff.
So this might be a bit dull but if you’re interested in data structure or some more in depth unity junk, bear with me. So the main thing that’s happening right now with the new enemy behavior system is that the enemy behaviors themselves will no longer contain a series of scriptable objects that would be manipulated in the inspector of the enemy behavior as a sub editor. It turns out that while scriptable objects support sub editors (which is very cool and sleek looking) they do not work well as a part of a prefab, which our enemies will need to be. So now the enemy behavior will have a list of monobehaviors which will serve the same function that the scriptable objects were serving before.
We will put out the next version of the test build within the next week or so. Until then, havve a good week, everyone!
We’re building and putting up a new version of the test build right now; version 20170821. It should be live in your humble store sometime tomorrow. The code and organization of the project is now in a state where we’ll regularly be updating the test build (every couple or few weeks is what we’re aiming for). As such, it is in a very simple state, but still allows some new enemies for you to test, a boss, and a tighter hp/ep/item hud.
The in game menu is broken however, so it’s currently turned off until a later build. So to quit gameplay, use Alt+F4 on Windows, or Command+Q on Mac.
We were determined to get the test build out today, to help us build momentum and keep trucking along on game progress.
As the build is updated, we will be focusing on gameplay features, as well as the game itself, letting test levels take a backseat.
The very next things scheduled to be added to the test build however will be testable dialog, new art in spots, as well as changes to how we build and script the enemies (we’ve talked about that the last couple of weeks).
Looking forward to releasing the next version of the test build, we hope you enjoy this new one until then.