Hello everyone, and welcome to the Weekly Dev Log for July 8th, 2019, detailing all the changes that have happened since July 1st, 2019. Note: Devs that don’t appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn’t need to be detailed.
Summer Update
Last week we released the Summer Update, which introduced two new minigames Chainsaw Deathmatch and Booze Bash, along with a bunch of new pool tubes and other summer accessories. You can read all about the update here.
PAK by Default (faster load times)
A couple months ago, we introduced another version of Tower Unite which used PAK files to contain all of the game data. When using the PAK method, loading times are dramatically reduced.
During our testing, before the PAK version, it would take our Hard Drive test computer 2 minutes and 45 seconds to load into the Plaza. With the PAK version, it takes only 24 seconds. This speed increase is also found on SSDs, going from 43 seconds to only 7 seconds. You can read more about our testing in the original thread.
One of the downsides with the PAK version, is that while the files are compressed which helps loading times, this compression results in having to download the entire game (around 8GB) every time there is a new update to Tower Unite.
This week, we’ve decided we’re going to be making the PAK version the default version of the game. However, we do recognize that there are many players out there with slow or heavily capped internet connections. For this reason, there will be a new “lowbandwidth” branch of Tower Unite, which when selected, will revert to how the game is currently packaged. This will save on your internet bandwidth, but you won’t get any of the speed improvements.
We’ll make another announcement when the “lowbandwidth” branch is released, so that people have time to switch over before we make the PAK default live in our next update.
TL;DR: We will be swapping the PAK version from opt-in to opt-out. There will be a new branch that you can opt-into if you have slower or metered internet. The branch is currently available called “lowbandwidth”, so you can opt-into it now before the next update.
So far we’ve had over 1,200 responses, making this our most popular survey by far.
Arcade Progress
Wheezwer and Johanna continued working on the Arcade Machine art. Work was completed on the Lonely Gun 30XX and Captain Calypso’s Planetary Piano machines. Work began on another “Ball Drop” arcade machine.
Wheezwer worked on Mural Art for the Prize Redemption areas, along with a logo for the WarpZone arcade and posters.
macdguy worked on the logic for the Pluck-a-pal Claw Machine, Ball Toss Fish Bowl, Wheel of Fire, and also improved networking events for scoring so there is no effect/sound delays for the player who is playing the arcade machines.
Madmijk continued working on the shader for the Captain Calypso’s Planetary Piano machine.
Summer is here! While we've been actively busy working on Arcade, some of us have spent time working on a TUbular Summer update to celebrate the season.
We've added two new minigames: Chainsaw Deathmatch and Booze Bash. Chainsaw Deathmatch is a classic GMT minigame but with its own death arena.
Franky's grill is now open! He's got hot dogs and beer for you to drink responsibly.
Our resident pool tube expert (a.k.a. Josh) crafted 53 beautiful pool tubes for you to express yourself with.
Hello everyone, and welcome to the Weekly Dev Log for July 1st, 2019, detailing all the changes that have happened since June 24th, 2019. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
2019 Survey
We just posted a new survey asking some helpful questions to get input from the community.
Your input is incredibly helpful in deciding where we take the game! Please spend just a few minutes of your time to let us know how we're doing!
Work has continued on the Summer Update, which we plan on releasing sometime this week. macdguy worked this week on the Chainsaw Deathmatch and Booze Bash minigames, while JJosh has been working on over 40 new pool tubes.
Summer Update: Pool Tube Teaser WIP
Summer Update: Chainsaw Deathmatch Gibbing WIP
A new minigame Chainsaw Death match was made for the Summer update. Gore is toggable in settings.
wheezwer and Johanna continued working on the Arcade Machine art. Work was completed on the Candy Slam, Ring God, Little Birde Feeders, and Stack 'em machines. Work started on the Tornado and Lonely Gun 30XX machine art.
Hello everyone, and welcome to the Weekly Dev Log for June 24th, 2019, detailing all the changes that have happened since June 14th, 2019. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
Arcade Progress
A bunch of progress has been made with the arcade since the last development log. Salmon Says, Mind Tester, Skeeball, Whirl-A-Fish, Little Birde Feeders, Dizzy, Stack 'em, Wheely Rigged, and Ring God are all playable, yet their gameplay is not entirely finalized.
wheezwer completed the artwork for "Avalanche" and "Ring God", and is continuing to work on artwork for "Little Birde Feeders".
Johanna started working on a "moving target" arcade game model, and she also completed the model for a "duck punch" arcade machine. She also went and fixed some ceiling tile lightmaps in the Arcade, as well as tweaking the "Little Birde Feeders" model to better suit the gameplay. Lastly, she worked on materials for the animated lights for the arcade machines' attract states, and created some signage for the "Avalanche" and "Ring God" games.
Sketch worked on artwork for the "Wheel of Fire" game.
Madmijk started working on "Stack 'em", focusing on gameplay and replication.
Caboose700 finished the gameplay for "Salmon Says".
macdguy worked more on the arcade game base, adding several features such as player animation support, physics improvements, LED colors & attract animation support, improvements based on playtesting, and scoring zones for Skeeball and similar games. He worked on gameplay & controls for Skee Ball, Dizzy, Wheely Rigged, Super Hoopers, Salmon Says, Little Birde Feeders, Mind Tester, and Whirl-A-Fish. He also started working on gameplay for Ring God (Ring Toss) and started implementing the animations Gloves finished.
Gloves made some adjustments to the button press animations to make them play faster, as well as creating a different type of button press, which is more of a fist slam than a slap. Also started making throwing animations for "Ring God", as well as working on the Sledgehammer animations.
Will worked on sound effects for Dizzy, and started working on sounds for Skee Ball.
Hello everyone, and welcome to the Weekly Dev Log for June 14th, 2019, detailing all the changes that have happened since June 7th, 2019. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
Arcade Progress
Now that fishing is in a stable state, our main focus has moved to Arcade.
Earlier today, we created a massive post detailing all the machines we plan on having in the arcade, which you can find here. We suggest you check that out if you want to see what each arcade game will be!
This week, a new button component system for all the buttons in the arcade was completed. macdguy completed all of the base code for the arcade machine gameplay, and has been working with Gloves to complete the animation system. In addition, the unit cost and ticket base code, along with the multiplayer handler for Galaxy Police was finished. macdguy also completed the physics system for the arcade games, and completed pretty much of all of the gameplay code for Dizzy and Super Hoopers.
Johanna and Wheezwer continued working on the arcade machine models and artwork. Wheezwer finished the artwork for the claw game "Pluck-a-pal", and started working on the artwork for the ball attack game, "Avalanche". Johanna completed the model for the ball toss game, "Bird Feeder", along with the "Piano" arcade game. Johanna also started working on a yet to be named ball toss game, and added a second floor to the arcade, which will contain more games.
Hello everyone, and welcome to the Weekly Dev Log for June 7th, 2019, detailing all the changes that have happened since May 20th, 2019.
We normally post our Weekly Dev Logs exclusively on our forums, but we're going to start posting them on Steam as well!
Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
Fishing Update and Hotfix
Last week, we released the Fishing update, which introduced the long awaited Fishing minigame playable in the Plaza, with over 100 fish and items to obtain. You can read about the update's release here.
Yesterday, we released a small hotfix to fix some issues that were introduced with the Fishing update, which you can read about here.
New Artist
We hired a new artist for the summer, Wheezwer. She'll be working on the cabinet artwork and sprites for the Arcade.
Arcade Work and Art
Now that Fishing is released, our focus has turned onto the Arcade.
Johanna has started working on a new ring toss machine and a new ball toss machine, as well as working on the prize redemption desk.
Wheezwer completed work on the cabinet art for Whirl-A-Fish, and started working on the cabinet art for the claw machine.
Gloves continued working on player animations for the Arcade, this week focusing on the animations for the Wack-a-mole machine.
macdguy started working on the arcade game base (that handles all the machines gameplay code), mechanisms to debug the player animations, as well as starting work on the basic game loop and networking of game events.
Arcade: Whirl-A-Fish Artwork WIP
Arcade: Ring Toss Machine WIP
Arcade: Ball Toss Machine WIP
Arcade: Claw Machine Artwork WIP
Arcade: Prize Redemption Desk WIP
Arcade: Wack-a-mole Player Animations WIP
Arcade: Player Animation Debug WIP
Arcade: Game Base Testing WIP
Nightclub Art
Johanna continued working on the interior of the nightclub.
Nightclub: Interior Hallway WIP
Nightclub: Hall to Dance Floor WIP
Nightclub: Dance Floor WIP
Playable Guitar Progress
Madmijk has been working on the Playable Guitar, working on the user interface for storing chords and palettes.
After tons of time and work, Fishing is finally here!
Fish With Your Friends Fishing is a fun and relaxing Plaza activity that you can play with other players. Catch fish together and show off what you caught with your friends.
Catch Over 100 Different Fish and Weird Items The aquatic ecosystem of the Plaza has been greatly expanded, and with over 100 different species of fish and a bunch of exclusive fishing items to be found, there’s sure to be some hidden treasure waiting just for you.
Use Various Bait Different types of fish are attracted to different types of bait. We've added tons of variations of bait to help your fishing needs at the Gone Fishin' Bait Shop, right near the rollercoaster dock and the fishing docks behind the games building.
Adopt Sea Friends Sometimes you'll catch a Sea Dollar. They're the currency of the sea. Once you have enough sea dollars, you can adopt aquatic friends such as dolphins, whales, and sea TUrtles.
Build Aquariums After you've got a fish, you can place the fish in aquariums in your Condo. Just drag the fish into the aquarium and it'll be happy to call it home.
Become a Dolphin That's right, become a dolphin. Fishing comes with several milestones and one of the coolest milestone is actually being able to become a dolphin.
New Inventory
Search No more spending countless hours searching your inventory for that one soda can, the new inventory features a convenient search bar so you can get back to customizing that sick condo.
Easy Filters Just looking for all your couches? There’s now a button for that too. With the easy filters, all of your couches, chairs, and other item categories can be filtered in just a few clicks.
Improved Tooltips Tooltips now tell you more useful information, such as the store the item can be found in and in which Tower Unite update the item was added.
Sorting You can also now sort items by their name, price, and version added.
Color The new inventory is also colorable, so you can customize what color you want your inventory to be. Obtain that perfect nostalgic blue or the cute hot pink look.
Lock A new lock feature was added which lets you lock the inventory in place. This keeps the inventory from automatically closing after you release the Q key.
New Store UI
New Logos and Themes (and some sounds) The store UI has been completely redone with unique theming and logos, adding charm and character to each store.
Landing Page The store UI now also splits the items sold into categories. Looking for just bait? Click that bait button. Looking for lures? Well, you get the idea.
Sorting You can now sort items in the store by their name, price, and the version of the game they were added.
Shared Jackpot
Wheel of Money was updated to now have a shared jackpot across all machines. This change makes it so no machine has a unique jackpot, keeping things a bit more civil amongst players. Also, we've increased the chance of winning the jackpot by just a tiny little hair.
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Changes
Added Fishing!
Collection book now has a sea encyclopedia to track caught fish
Bait shop and fishing rod now functional
Over 100 fish species and dozens of weird items
Summer event characters are back
Metal detector events are back
Casino: Added shared jackpot for Wheel of Money - each WOM machine will now contribute to a cumulative jackpot instead of per-machine
This is our first Easter themed event, so we hope you enjoy these little games. This update also includes a Plane War minigame which will run in normal non-event rotation from now on.
Tower Unite, now with PAK
We have more news with the release of this update. We've conducted some research into the PAK format which Unreal Engine allows us to package our game in. In conducting this research, we've found that PAK files can significantly reduce the loading times of the game, with some drawbacks we’ll detail below.
We tested how long it takes to load into the Plaza from the Main Menu. The test was conducted on a Intel Core i7-5820K, with a Intel 750 Series 400GB PCI-E SSD and a Western Digital Caviar Blue 1TB 7200 RPM HDD. Of course, keep in mind that your results may vary from our tests.
Hard Drive with PAK File: 24 seconds to load into the plaza.
Hard Drive without PAK File: 2 minutes 45 seconds to load into the plaza.
SSD with PAK File: 7 seconds to load into the plaza.
SSD without PAK File: 43 seconds to load into the plaza.
There are some drawbacks to using the PAK file however, which is why this will be available via an opt-in process.
Due to how the PAK file is generated, any change to the game will require a full re-download of Tower Unite.So for example, if we push out a small patch that only changes 25MB, the non-PAK users will only have to download the 25 MB that changed, while the PAK file users will have to download 9.8 GB.
The PAK file is compressed, which helps reduce the amount of data that is required to be loaded, but comes with a small CPU overhead, which we weren't able to measure, but it could be an issue if the computer is lower powered.
As the build times are slightly longer, when an update is released, there might be a small delay in when the PAK version of the game will be pushed out.
If this sounds fine to you, here's how you can participate. In your library, right click Tower Unite, and click Properties. Then, click the BETAS tab and select defaultpak. This will start downloading the PAK version of Tower Unite.
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Changes
Added new Easter themed items (available in the easter egg hunt event): Bunny Ears, Catsack Bunny, Plush Rabbit, Basket, Throwable Eggs
New Easter Egg Hunt event
New minigame: Easter Egg Fall
New minigame: Plane War
Improved Fruit Frenzy minigame
Removed trampoline from Fruit Frenzy and instead added increased jump height for all players in the minigame
Fruit Frenzy now gives all players an air dash item that allows players to dash through the air
Minigame HUD now shows who killed you last
Minigame HUD now has kill feed
Bug Fixes
Fixed workshop player models sometimes not loading in!!!
Fixed Adrenaline milestone not working after first use