Hello Survivors!This week I've got some good technical information and some great terrain shots for you to view.
I should get this out of the way, a quote from our glorious leader Geoff "Zag" Keene about an estimation of the release of the opt-in.
We'll let you know when we know.
I just simply don't have one. We are diving into a new engine with new ways of doing things, and new tools at our disposal. Anything we give right now (such as that February estimate we gave earlier that didn't pan out) could and most likely would be completely wrong.
So with that popular question answered for now, onto the goodies!
Here we have an example of Geoff using UE4's Blueprint feature to make TDL's weapon systems. This in particular is showing the system for guns and the difference between full auto, and burst fire weapons. In this example, primary fire is using the full-auto/burst fire function, and alt-fire is semi-auto. It's a comprehensive system for swapping out weapons, checking which ones you have, and the details like ammo and firing mode.
On the programming side of things we've been digging in.
Richard is currently working on the inventory, including dropping items, collecting items, and moving items around the inventory. After that comes getting equipping weapons and clothing up and working.
Grant is working on rig placement, re-targeting the animations to the new rig, as well as adding sockets which allows equipment to be placed on the character.
When combined with Richard and Chaoss's code will get the equipment and weapon system set up.
Chaoss has also been doing a lot of work on the terrain (more on that in a bit) including world tiles.
Basically, it will now be much easier for Zag to paint rocks and trees on the landscape.
The most visual part of this Weekly Dead, Chaoss's other work on terrain includes making sure each area of Pepper Valley has a unique feel to it, in the name of maximum variety. You can see it detailed here.
We've got a few interesting and awesome images to show off this week, and the art team is hard at work making more.
An AT Launcher you'll need for taking out those pesky Sirens, and pretty much anything else.
The Satchel Charge has beautiful new textures now. It's almost a shame that it explodes.
And to top it off we have a man wielding a sword...A sword is an Item so it can be under this header!
The textures on this one are just placeholder ones Grant plugged in while he waits on the official ones from Chaoss, but I personally hope Chaoss keeps that boxer briefs/ankle socks combo.
You read that right, based on a Gamasutra article
that was based on a study about VR we've decided that it is necessary for a virtual nose to be coded in for VR headset users.
Noses confirmed for @thedeadlinger.
— Zag (@geoffkeene) March 26, 2015
Researchers say putting your nose in VR makes it more tolerable.
And that wraps up this week's Weekly Dead!
Be sure to follow us @TheDeadLinger
for more development news!
Linger on, Survivors!