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Please Do Not Pet The Wildlife

The web team spent some time fixing bugs that popped up during the Community Page update, and adding a few little improvements. We’ve: added pagination to the Friends section and others, fixed some layout issues, worked out some problems with social media links not working properly, and did some form validation work. We should have all the kinks worked out and the improvements done by the weekend.

The art team was busy improving the look of our underground respawn area this week as well. Designed to give players a moment of respite after death, instead of being thrown back into the meat grinder while you load, the space is really coming together. In addition to a stream of questionable water, and soothing industrial lighting, the sewer hideaway got a major upgrade this week with a Nuuskin machine. We still have to include some animations for it, but soon players will be able to enjoy being put back together cell by cell before running back to their doom. There’s no doubt that it really ties the room together.
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We continued work on the Veil News Network (VNN) system for the game. San’s news API got a few tweaks and is now returning a bunch of play data that is pretty funny to read through. Jared is hard at work constructing a news template library suitable for any event, announcement, and occasion, while Jesse works on a news ticker layout and ui. We plan on having the interactive news service offering personalized game news, and highlighting happenings across the island in real-time in the near future.

We did some work on merch and the merch store this week too. Jesse showed off some new t-shirts including an all-over Manimal design. Speaking of Manimal, we completed a can design so you’ll be able to “Slaughter Your Thirst” with the extreme taste of Manimal in real life soon. Jesse is finishing up a coin design, and we talked over a few other shirt, poster, and merch ideas too.

We took a look at the latest HUD overlay, and listened to a few options for player death sounds, ranging from a subtle electronic humming when your player dropped, to a deep booming when you crashed to your death. As our work chopping up the map, and replacing old buildings to increase performance nears its end, we had a long conversation about rebuilding it. We talked about specific building placement, what things were necessary, and which were more aspirational at this point in the game. With all the work we’ve put into building systems, modeling, and writing stories, it’s going to be a joy to create a post-fracture Lahaina that is exciting, beautiful, and most importantly, fun to play in.

Lastly, San discovered that we have a big bear problem. While he was running through the brush looking for team members to fill with arrows, he came across one of the resident bears. However, Instead of charging him and ripping off his face immediately, the bear took a moment to lay down, apparently asking for belly rubs. Not having his rubbing hand hot keyed, San was a bit too slow, and the bear got up and mauled him. Still, we’d like to keep the wildlife from begging for attention before they go into kill mode. Here’s a look at the lounging animal in question.
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