It’s been a while since the last blog isn’t it? I hope the holidays have been as good to you guys as ours. One thing is certain, we needed a break. We’ve been working full time (at least one of us working) non-stop since last January. So you can guess the fatigue accumulated to a certain point.
Well, we’re refreshed, after a well earned pause. And since we also moved into our new office, this creates a nice clean start for all of us. We moved in last Friday, but since we hadn’t worked during the first few days of January, there’s wasn’t anything to blog about.
But now things have picked up again, and here’s a list of things we did this week:
Moved in our new office, as I said. Involved a lot of frantic IKEA-furniture-building confusion, time spent looking for stray bolts and tools, and accumulating a ginormous pile of Allen keys. We will have pictures next week, because right now it’s just a bunch of chairs and a few desks, not much to show.
Continued working on GUI interfaces, Radial menus and plans to radically change the way players will interact with the game. Again, I can’t overstate how important it is to get the basic world interaction right before adding new features, so this is why we’re focusing on that at this point.
Radically overhauled the way wooden structure blueprints are built. Originally, the wooden blocks were placed much like regular bricks, but since they do not behave in the same way, it was a better idea to come up with something more appropriate to the situation, notably, a cursor that hugs the surface you are pointing at, and merging the vertical log with the horizontal log, and simply choosing one or the other if you’re aiming at a horizontal or vertical surface.
Brought back the ladders into the game system. During the Prototype development, we decided to scrap the ladders momentarily for two reasons. There was a bug with ladders and doors that slowed down the game significantly, we deactivated this part of the code until we had time to fix it. This affected the door as well, but we noticed that it didn’t affect the door too much. However, the ladders also weren’t buildable by Bricktrons; you could only place them by hand in debug mode. But now, all of this is fixed. Yay!
Integrated our new phantom block shader. Part of it’s functionality is that we can now procedurally change individual phantom block’s colors. For example, blocks that are not currently placeable (ex. block in mid-air) will show as red-orange to inform the player which blocks are currently placeable by the Bricktrons. The colors are subject to change obviously, but it’s really interesting to see new phantom blocks turn blue when their neighbors are built.
This is what 50 hand-made Bricktron plushies look like.
We just received a second trashbag full of Bricktron plushies directly from our talented friend Marjorie Charbonneau. This brings the total number of Bricktrons to 50! Just 10 left until we have a Bricktron for all 60 of our Elite Kickstarter Backers.
As you can see, they are all lovingly hand-crafted, with unique expressions and poses (although I suspect this might not have been entirely intentional, due to the hand-made factor).
But right now, the table full of adorable plushies next to me is enough to make all of us go “D’awww” and I hope the lucky few of you will do that as well.
IGDA Demo Night
Also, we will be demoing our game (with some new features), on stage at the SAT for the Montréal IGDA Demo Night, January 22nd from 6h30 pm to 11h00 pm. We attended last year, demoing our game in front of a couple hundred people, and it was very intimidating but loads of fun!
We will be hanging out after the show, so please don’t hesitate to come up to us to say hello!