Hello survivors! Welcome to another edition of The Weekly Dead!
More of a coding week, often shown in livestreams. (More on that later)
This week Chaoss has been working more on building construction. As you recall from a previous Weekly Dead, he made (and is making) little modules, pieces of houses so that he can put together more houses more quickly.
I've got a look at a pretty fancy (and untextured) single story house that he made using this system.
From the front.
From the bottom. Showing the layout of rooms.
Inside the building.
I'm personally excited to see all the buildings Chaoss will make. This is the guy who made the farmhouse, and the Leland's.
This week Grant has been working on hitboxes for the animals and the zombies. These hitboxes cut the models up into pieces so that different limbs, the torso, and the head can be hit independently. This will allow for our system of having to kill zombies with head based damage, as well as different amounts of damage to animals based on where you hit them.
Pictures speak a thousand words though so here.
The four different rabbits were showing different idle animations, the other part of what Grant did this week, and the big guy is our friendly neighborhood mailman zombie. This picture shows the different hitboxes for each limb and pieces of limbs.
This shows the rabbits mid idle animation without the hit boxes in case you were wondering how they were different.
And this is the boar's hitbox.
Richard and the Network
This week Richard's been working on getting survivor animations networked. What this means is that in online games players will be able to see the animations of whatever the other player is doing. Free-look has also been networked, and the upper body and lower body have separate animations, so you can see other players looking around.
After this is completed it'll be getting equipment slots so that you can equip and unequip gear from inside the inventory screen.
Our very own Geoff Keene, also known as "Zag" has been doing a lot as well, mainly centered around death, dying, and damage. (But that's not all)
Specifically, fall damage is implemented and if you fall from too high you can pass out for a few seconds when you splat on the ground. Of course if you land right (crouch/roll) you can mitigate damage.
He's made the death sequence transition smoothly from black, to death screen, to white, to life again.
...That. With more fade of course.
In addition to all that he's implemented reload types, so weapons that have internal magazines (Shotguns, SKS, and in this case, revolvers) can be loaded in a different way than weapons with detachable magazines. (Semi-auto pistols)
And finally, he got blueprints and base stats for hundreds of items created.
And here we come to the now weekly reminder that both Geoff Keene and Richard do livestreams every now and then on twitch.
You can find their channels here.
Richard Keene's twitch channel
Richard's Past Broadcasts
Geoff Keene's twitch channel
Geoff's Past Broadcasts
Be sure to follow us @TheDeadLinger
for more development news!
Linger on, Survivors!