This week, we’ve been working on our new Bricktron animation rig, we’ve continued our quest to optimize the saving and loading system, and we’ve continued work implementing NGUI. We’ve also merged the multiplayer into the current build of the game. Also, a little bit of a reminder, since we’re seeing a lot of people asking. Castle Story will be coming to Steam Early Access on September the 23rd! In just over two weeks! -EDIT- The comment section is now working again. Sorry about that.
The old animation rig we had for the Bricktron was functional, but it was always giving Ahmad headaches because it wasn’t very well optimized. So, we got someone who had a bit more experience to help us out building a new rig to replace it. That is going to help us out a lot with putting together all the new animations that we’ll be gradually implementing into the game. We’ve also started to rig up our new Corruptron model this week.
Note that these new rigs and animations won’t be in the upcoming build. There is still a lot of work to do on them, and we need the new animation system to be fully implemented first. Not to mention having to re-do all the existing animations to work properly with this new system. But, we wanted to give you a peek into the development of it.
We’ve also been digging into our main menu UI (User-Interface) redesign this week. We needed to be able to give different settings for each of the new game modes, so a bit of modification was needed. We’ve been implementing these ideas in tandem with our NGUI implementation as well, which makes the job much easier. NGUI is much, much easier to use than the original GUI system we were using, which was the one that comes standard with Unity3D. So, we’re able to get good results much faster than we could before. The old UI system required heavy programming, which meant we had to utilize one of the programmers full time on it. We still need one of them for the integration, but after that, Germain can work directly on the visual aspect of it all by himself, which will hasten the entire process.
Here’s a little mock-up of how the new menu should look. Please note that we realize how incoherent it is. It’s fairly obvious that the options menu won’t be under the load menu, and that music and sound options will be in the audio section rather than the graphic section. But it gives a pretty good idea of what we’re building up to replace the old menus.
We’ve integrated the multiplayer builds into the build system now to make pushing updates to it through steam easier with newer versions. Sadly, the game isn’t working quite like it should in this special mode. Players are able to connect, and everything goes perfectly until it needs to actually spawn the Bricktrons. It seems that they’ve all suddenly become very shy, and have chosen not to show themselves. This issue also affects the system together to build our linux version. We’ll probably have to find another solution to that so we can properly support our penguin fans. To be continued…
Some work’s been done on the multiplayer itself as well. We’ve optimized the pathing for it, along with how it’s all handled by the server itself.
No bug of the week this time around. We haven’t figured out if that’s good news or very bad news quite yet… Perhaps our latest build is just lulling us into a false sense of security before breaking all the things.
Soundtrack of the Week
Hey everyone! We didn’t get any requests last week, so I reach out again and ask for any suggestions any of you might have for next weeks soundtrack and beyond. But, what of this week then? Well, turns out an artist we all like just came out with a new album! So, I present to you The North Borders, by Bonobo. Enjoy!
See you next week!
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