Well, basically I've lost programming support and things are in a state where it's too complex for me to fix or keep going.
Pulling in someone else might be a possibility but they won't know the code so things will have to be redone.
S...
2021-03-08 02:33:44 +0000 UTC
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We've got the quest system almost ready to go, just a few bugs for Julien to work out.
I am exploring a new hair plugin that I think will give us really nice results on the character models. It can also be used for fur.
I found that cu...
2020-02-18 23:59:49 +0000 UTC
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Julien has been working on cleaning up everything while I struggle to get things to work. Unreal broke absolutely everything with recent updates, so we can't even compile the plugins we rely on to get the game running. Hopefully soon we'll have a ...
2020-02-01 22:15:38 +0000 UTC
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Work continues on the Quest system.
Savegame now stores quest ownership and completion status.
Dialogue branching related to quests also saves in savegame.
possible Quest objectives/categories has been expanded to include reachin...
2019-07-26 00:18:18 +0000 UTC
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It's been a while. I've been really busy the past couple of months dealing with RL stuff but I'm back to the art and code again. We've been adding Quest system stuff, and so far it's working well. We've also revamped the dialogue system. Here's a ...
2019-06-24 01:50:00 +0000 UTC
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Fixed vault animation stuff so you actually move how you are supposed to move.
Fixed a few other movement and animation bugs.
Finished aim-while-crouched 100%
Finished aim-while-jumping 100%
Animated tourist NPC idle and wa...
2019-02-04 00:12:07 +0000 UTC
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Good news-- the vaulting stuff has been figured out (and will also fix the ledge-hanging and ledge-climbing stuff), seems it's an issue with Unreal not liking the root bone structure in 3ds max biped skeletons. We had to work in a "bush fix" for s...
2019-01-29 01:05:14 +0000 UTC
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Finished all the cover animations including one to vault from one side of a cover object to another. Began work on coding cover system.
2019-01-06 23:57:18 +0000 UTC
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Made animations for aiming while in cover.


2019-01-06 02:31:31 +0000 UTC
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- Fixed bugs in the aiming system.
- Added/fixed aim + crouch animations.
- Added/fixed aim + crouch functionality for one and two handed weapons.
- Grenades are equippable and functional/kill enemies, but grenade aim mech...
2019-01-05 22:14:14 +0000 UTC
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Sorry for the slowdown in updates; this time of year really sucks for me in general, I've had zero free time to do anything more than just get by with my normal work.
Grenade code has been started. Julien is taking a break from AI to add some...
2018-12-17 03:32:04 +0000 UTC
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So much new stuff.
- Fixed some bugs/skips in a few animations.
- Built grenade models.
- Updated tables and stats to make inventory rea...
2018-10-08 00:07:47 +0000 UTC
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Squashed so many bugs.
All new hackable doors work with multiple methods.
Security scanner camera locks doors or causes other bad things to happen.
Multiple AI enemy types from timid to aggressive. Enemies take cover automatically using...
2018-10-06 01:45:28 +0000 UTC
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It’s been a while since the last report but we’ve been keeping busy with lots of programming tasks.
- Security cameras
- Horizontal elevators
- Hackable doors (multiple methods)
- Fixing ladders
- Fixing ledge gr...
2018-09-30 16:04:59 +0000 UTC
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New animations for run/jog/walk with two handed weapons
New animations for aiming while kneeling/crawling

2018-08-28 22:24:31 +0000 UTC
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More bug squashing with the inventory/interface. It seems like it is never-ending but we're close.
2018-08-27 00:47:41 +0000 UTC
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More work on shop, attempting to fix selection indicator and counters. Still finding bugs.
Built animation blend spaces for 2 handed weapons, and got them working properly for aiming while idle and walking.
Built new weapons, stats, selectabi...
2018-07-29 22:01:56 +0000 UTC
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Wow, we're still working out the bugs in the shop code. Stuff has broken the item counters and the selection indicator. Sellable items end up as unsellable, etc. Madness! Hopefully Julien will fix it soon.
2018-07-22 23:13:10 +0000 UTC
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Julien worked on fixing a bug in the shop, I fought with the computer to reinstall windows and 3dStudio, and finally built the blunderbuss weapon model.
2018-06-25 02:42:42 +0000 UTC
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We resumed action on the game again.
Where we left off before, basically, was in trying to move our existing content into a package we found that pretty much already did 99% of what we wanted in the game. Unfortunately, we were fighting unfamiliar ...
2018-06-23 22:47:47 +0000 UTC
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What's going on? Julien had his first baby (well, his wife did anyways!) so things have been stalled for a few weeks while he considers all the ramifications of what he has done :)
Congrats and condolences all around!
2018-06-05 15:17:43 +0000 UTC
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Working on...
- damage-related character textures that change based on how close to death you are.
- impact/stumble based on damage taken, which becomes stronger as your health declines.
- slowdown based on how close to death you ...
2018-04-22 17:34:07 +0000 UTC
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Fixed more shop things:
- confirmation and sell blocking for unsellable items
- updated equip/unequip system for better streamlined and scalable usage
- fixed scrolling item list in shops
- beginning work on shops with save...
2018-04-14 21:04:01 +0000 UTC
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Well, to start, Unreal, you totally botched it with your fortnite update. Why did you put your uber-successful game in the same place where people need to work on their stuff? You broke everything there. We can't even access our content libraries. WT...
2018-04-12 01:33:03 +0000 UTC
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Source control problems again. Resolving it hopefully b...
2018-04-09 17:39:50 +0000 UTC
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Fixed all bugs in shop menus. Items are purchasable and sellable, amounts in inventory reflect reality. Submenus by category function correctly.
Began adding function to require "are you sure?" confirmation on sale of equipped items, but it introdu...
2018-04-02 00:31:05 +0000 UTC
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Found major bug in inventory system, cleaned and rewrote large portions.
Fixed indication of selected item icons in shop vs inventory list.
Added buy/sell price indicators which show correctly when in and out of shop.
Added buy/sell fun...
2018-04-01 00:37:05 +0000 UTC
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Fixed/updated Emitter category in equipment and added another loadout slot. The Emitters will be forcefield-specific tools like the bubble shield, directional shield, speed dash, and bonus melee damage.
Slots for equipment now include left hand, ri...
2018-03-27 23:30:22 +0000 UTC
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Added quick item to inventory. Any consumable item can now be assigned to a "quick slot" which is accessible in-game without the need to open inventory to use it. Inventory screen and HUD also show the assigned quick item.
Tried to update the direc...
2018-03-24 23:15:48 +0000 UTC
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2018-03-19 06:17:29 +0000 UTC
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