Week 26 - A Change of Scope

Hey Lava Bear fans! Parker here with a development update! It's been awhile since I last posted, and we've been up to a bit of planning here at Lava Bear Studios.

We've had a few things come down the line for us these last few weeks, and we'd like to let you know about them.

We've recently discovered that the scope of fireBreak, as it was originally intended, outweighs the capabilities of a six-man team within the projected duration of the project. This was a bit of a bummer for us, and we had to talk about the future of fireBreak-- whether or not we would be able to continue, or whether we would switch over to a different project.

However, the good news is that we came to a conclusion that both allows us to use what we have and have a plan for the company going forward! As it stands, we're going to continue development, albeit at a slightly reduced scope. We're going to fully develop our systems, as well as the first full level of the game. We're shooting to have this done by January. At that point, we'll look to release to a crowdfunding platform such as Kickstarter or Patreon to gauge interest in the game, using what we have done as a demo. We'll use that interest to determine how to progress on fireBreak and where Lava Bear Studios is going in the near future. In the meantime, development is going to continue as planned!

Without any further ado, let's get to development progress for the week!

Design

Ian, working on the Style Guide

Ian, working on the Style Guide

This week, Ian began to restructure level one, starting with the paper map. He'll be consulting with the other Ian (pictured here) on what needs to be included in the experience.

In the meantime, I've been generating values for the different equipment types that we've developed. Without being able to test these values in-engine, most of them are arbitrary. However, their values have all been hashed out relative to one another, so that they can be fine-tuned later.

Right now, Ian and I are developing the style guides for these items so that they can be modeled and imported into the game engine.

Art

Bryce sculpts some beastly eyebrows

Bryce sculpts some beastly eyebrows

We're keeping Bryce busy this week, with the player model eating up most of his time. He's getting close to having a complete model for our player, after which he'll be taking a short vacation. Once he gets back, we'll have him working on equipment models.  Jake is still working on building models so that we can populate our levels with scenery.

 

 

Programming

Dave battles syntax errors

Dave battles syntax errors

Last but not least, Dave is hashing out the system that lets actors shoot at one another, still going strong despite the occasional program crashes that Unreal likes to throw at him. Characters no longer take damage when they shoot their own weapons, which is a marked improvement over the old system.

 

 

Developer Spotlight: Ian Goldsmith

Note: Hereafter, any references to "The Buff Ian" mean this guy. Ian Fermanich is the "Skinny Ian".

The Man, The Myth, The Legend

The Man, The Myth, The Legend

What has your role been on fireBreak so far?

I am the lead Game Designer. I help Skinny Ian manage the creative direction during development, and occasionally assist Dave in managing roadblocks and other hurdles during the coding process. I am the primary author to the current game design document, and I crafted a number of methodologies and templates for other designers on the team to work from when creating levels, quests, and identifying areas of interest in their level design documents.


 

What has been your favorite part of the development process so far?

I have really enjoyed working to help other people. I find that when I task myself to a longer term project I can get bogged down in the minutia, and loose steam. But when I am approached with a problem or notice someone stuck on something and offer to help, I find the time spent problem solving with that individual to be the most rewarding and engaging.


 

What are you working on right now?

After reviewing the current state of the first level, and having come to the group decision to move development into chunks instead of a minimum viable product, I begane reworking the first level. With the way our team was developing fireBreak up until now, the level was fine as is. Although, with stepping into the chunk direction of development I felt that we could put more content and detail into all of our levels, starting with the first. So my current task is twofold, first is to rework the level to have everything I feel a standard story level should have in it, and second, keep close notes as to what steps I follow so as to create another more detailed template for future designers to work from.


 

What has been your favorite “development story”?

Getting hard in february stands out for sure. But I feel that story has been beaten to death. So instead I will go with a tried and true ever re-occurring story of me saying something and Skinny Ian totally missing the point. I can’t remember the exact context as this usually happens at least once a week, but I was trying to explain a particular design piece to the group, and Skinny Ian would claim that he understood what I was getting at, knowing better I would ask a pointed question that would prove his mastery of my meaning, and he would fail epicly. This again is something that happens if not once a week, at least once a month, but what sets this story apart from the rest is that Skinny Ian was so sure he had understood what I was saying, that when he got the follow up questions wrong. He laid down on the ground face down. Just straight up got down on the ground, and laid there.

 

Long enough for me to snag this pic….

TotalFacePlant.jpg

Week 22 - The Return

Welcome back, fireBreak fans! Parker here, back from another hiatus.  Been an tough few weeks for getting updates through, but I'm back in town and back on the regular update schedule. This week I'll be going over what happened while I was gone, as well as a short interview with our lead artist, Bryce!

Design

We're a bit light on this end of things, but we have had some progress here!

Ian reviews documentation

Ian reviews documentation

These last few weeks had us reviewing the documentation that we already had, paring down extraneous information, and reviewing our current level design. As a result of that review, we've decided to redesign a few aspects of our first level.

Aside from that, I've been writing out a few new items in documentation, and adding descriptions for them in the in-game shop.

Art

Bryce, at work on a melee weapon

Bryce, at work on a melee weapon

Bryce's plasma rifle

Bryce's plasma rifle

Bryce has been hard at work on weapon models recently. He's put out several models across multiple categories of weapons.

Additionally, Trent has given us a bit more concept art for our robotic characters.

Programming

Plenty to report on this end!

Dave and Ian collaborate

Dave and Ian collaborate

Dave has been getting our AI fully figured out, so that we have a good base to work with for our NPCs. 

In the meantime, Jake has been integrating animation control into our player controller, allowing us to apply animations to player actions-- which means no more default running animation for strafing or turning.

Developer Spotlight: Bryce Mengus

Getting this picture was like pulling teeth.

Getting this picture was like pulling teeth.

Bryce, our laconic lead artist, had this to say about working on fireBreak so far:

Parker--What has your role been on fireBreak so far?

Bryce--“Resident Art Goblin. I do art things. So far, it’s just been making various art assets.”

Parker--What has been your favorite part of the development process so far?

Bryce--“Hmm...So far, it’s been modeling out the new logo (which hasn’t been finished yet)”

Parker--What are you working on right now?

Bryce--“Various weapon models, Interpereting Ian’s designs for the weapons and modeling them-- in some cases, more loosely interpereted than others”.

Parker--What has been your favorite “development story”?

Bryce--“It was probably the time that Ian announced that we were “getting hard” in one of our stand-up videos.”

Week 18- Devlog Updates

Hey there, fireBreak fans! Parker here, bringing back our development updates. Sorry for the radio silence in recent weeks, but I have two pieces of good news. 

First is a bit more personal, but I have officially graduated from UAT with a Bachelor's Degree in Game Design! This means that I'll have more time to dedicate to the project. This might slightly change the release schedule for these development logs as I start my career (likely from Friday to Saturday), but I'll be able to redouble my efforts into the development of fireBreak.

The second item concerns how we're reworking our social media platform. We're going to be stepping up our social media presence, both here and around the web. This means more twitter posts, and we're going to be kicking off Patreon updates soon!

Our Patreon, as it stands now, is going to be the place to go for additional development updates: things like concept art, more works in progress, alpha/beta access, and written material further exploring the universe of fireBreak. These will be paid content, extra goodies for those who choose to support our development financially.

This doesn't mean that we're going to be stopping development updates here-- in fact, we're going to be reworking things on this end too. Instead of doing lore corner updates every week, we're going to be bringing back Developer Spotlights every other week, on top of the usual design, art, and programming updates. Thanks for sticking with us!

Now for the development updates!

Art

This week, Ian joined Bryce to do a bit of work in the art department. Bryce is working on weapon models, while Ian got some work done on concept art for weapons.

Pulse Rifle!

Pulse Rifle!

Programming

Ian and Dave tag-teamed this week to work on AI. We also onboarded a new intern, named Keffny! He'll be with us for the next fifteen weeks, helping us out with programming.

Ian looks on.

Ian looks on.

Design

Design's been a bit slow these last few weeks, but I've been making steady process on the world bible and item documentation. We've also been working out the new social media plan, and brainstorming reward tiers for Patreon.

As a quick aside, I won't be around for the next two weeks to take a trip with family, so further updates will be delayed a bit. Stay tuned!

 

Developer Focus: Ian F.

This is going to be our bi-weekly update on our development team, and what they've been up to recently. This week we're showcasing our production manager, Ian!

IanDS.jpg

Parker: What has your role been on fireBreak so far?

Ian: “My role on the team is Project Manager. On the surface, that sounds like ‘I make sure absolutely everything is in check’. That statement is somewhat true. When it comes to adding, changing, or removing ideas, I act as the ‘gatekeeper’ for what does and doesn’t go into the project.

Strangely enough, this is actually a pretty sweet gig. Not only do I get to work from start to finish on almost every aspect of our production pipeline, but as a manager, I have to talk to everybody, all the time, to make sure that they’re on the same page as I am.

This hilariously backfires so often.”

Parker: What has been your favorite part of the development process so far?

Ian: “Personally, actually working on the game. It’s great when I can create some assets, send them off to our lead artist, brainstorm lore with our wonderful… interviewer… and prototype mechanics for our designers to further develop. That usually means they figure out how to properly make it work.

One downside to being a project manager is the actual management process. Writing up emails, speaking with third-party agents and overall managing staff (and not in the “you do this, you do this, and I’ll do this” requirements of a successful company), although important, can be a distraction from work at best, and an emotional drag at worst.

I might come to love it, looking back later. But for now, in the moment, it sucks.”

Parker: What are you working on right now?

Ian: “I’m talking to a computer! Aside from that, I’m working on getting some concept art, not only for our lead artist, but to also get some artwork created to go along with our blog updates here on the website. That’s my main goal, at least. Aside from that, I just have an ear open for any questions or concerns anyone has on features or assets.”

Parker: What has been your favorite “development story”?

Ian: “I’m just gonna put this out here, because I know a lot of the other guys are going to bring up this one time I talked about our team “getting hard at work in February”. To keep everyone interested, I will let them fill in the details. As for me, there was an interesting student artist that we had, named Tuesday.

That guy would make models so quickly, I swear I could give him a well thought-out and detailed idea of what I wanted him to create, I would go to the bathroom, come back, and it was already done. Mind you, this can sometimes be small lists of various models that I need him to make, and he would still finish them way before I expected most people to finish these models.

The only downside was that Tuesday definitely put quantity over quality. Sometimes there were minor nitpicks regarding floating vertices or as-of-yet unoptimized poly counts, which to correct, sometimes took him just as much time as making the model in the first place. That aside, it still blew my mind that he could work so quickly with the time that I gave him.”
 

Week 12-

4/6/18- Feats, Character models and cookie jars

Good evening, fireBreak fans! It's been a week of ups and downs for us, but I'm glad to report another completed week of development!

First thing first, we finished our fourth sprint this morning. We've made a few excellent strides over the last sprint. A lot of this was on the back end of things, but we made some great progress on our User Interface. 

Our Character Sheet

Our Character Sheet

The Stat Upgrade screen

The Stat Upgrade screen

A few more assets on the Ship

A few more assets on the Ship

Overall, we got a fair bit done, though a good amount of it still needs to be implemented in the next build. Onto our progress this week!

Design

This week our design team did some system work, specifically looking at our feat and stat systems.

The two Ians consult over our Feat list

The two Ians consult over our Feat list

In the background, I've been finalizing a few things about the story. We had a bit of a brainstorming session last week, where we went over the current narrative and revised a few pieces so that they were more consistent with what we were going for.

Art

Art was a bit of a mixed bag this week. We lost much of the progress that we had on the female character model when the file was misplaced. Fortunately, Trent was able to make some good progress on replacing the model.

Bryce, modeling

Bryce, modeling

Aside from that, work goes on. Bryce and Tuesday are still modeling, though the models they were creating didn't quite make it into the build.

Programming

Programming sucks until you win. Then it’s awesome.
— Dave Engleman

We saw some mixed success again in programming this week. Dave is at work on the enemy AI, making it so that units from different factions can identify one another and will attack the appropriate side. It's rough going, but he and Ian are working together on a solution.

On the other side, Garret has been working on the inventory system, and he's gotten it to the point where items can be equipped and will display a model on the player. Garret demonstrated this by applying a cookie jar model to either of the player's hands, or to the model's body.

 

 

Week 10-11- Two for one

Hey everyone! Unfortunately, I had to bail early last week. That was my mistake. Sorry! 
To make up for it, this one's going to cover what happened both weeks.

3/23/18

The week before last was a bit of a slow one-- due to an event at UAT, we were temporarily evicted from our normal workstations. However, we still managed to get a bit done.

Design

A bit light on the design side this week, though Ian did get our HUD design implemented into the build that we have. I also made a few small modifications to the updated papermap over the course of the week.

Art

Tuesday working on Railguns for Syndicate weapons

Tuesday working on Railguns for Syndicate weapons

Art was also a bit slow this week, though Tuesday made a few more models for the ship, and Bryce put the final touches on the male character model.

Programming

Garrett takes a break from testing a feature

Garrett takes a break from testing a feature

Work in the programming sector goes on! Garret is still at work on the armor/inventory interface. Dave and Ian were collaborating on the player's aiming function, as well as the AI, though not having our usual workstations hampered us somewhat.

3/30/18

Design

Ian pores over design documentation

Ian pores over design documentation

This week, I did a bit work developing the ongoing story. The design team also spent some time coming up with default variable values for the combat system after going through the design document. After these have been implemented, we'll be play testing and balancing the variables for playability.

Art

Trent works on concept art for enemies

Trent works on concept art for enemies

Bryce works on a special project

Bryce works on a special project

The Art department had a pretty good week as well. Bryce continues to work on the Lava Bear Logo, while Trent is starting to crank out some concept art for one of our enemy types. Tuesday is still working on weapons. We've got a lot of weapons.

Programming

Dave compiles his code

Dave compiles his code

Ian and Dave tag-teamed the aiming feature again this week, working on an auto-aim feature with accuracy that decreases with distance. Garret is still working out the armor and equipment feature.

Lore Corner: The Economy of Hoelia

As human civilization has grown, the galactic economy has been forced to grow and adapt alongside it. Larger population centers near the core of galactic space often rely on consumer goods made from materials that are abundant on far-flung colony worlds. Hoelia is no exception, being an excellent source of titanium and other precious metals.

Galactic trade is performed using what is known as Galactic Standard Currency, usually abbreviated to GSC. However, it isn't uncommon for the corporations running these planets to issue their own currencies. Again, Hoelia is no exception, and the Stratum Mining Corporation issued its own scrip to those living on the planet.

This system worked well, until the Mining Coalition revolted against the Stratum corporation. In an attempt to put the rebellion down quickly, the Stratum corporation stopped issuing this currency to rebelling settlements. However, they didn't count on the ingenuity of the Coalition miners.

Instead of folding to this pressure, the miners merely melted down their acquired metals and portioned them into standardized GSC amounts. They began trading through outside channels to acquire the food, fuel, and weapons that they needed to fight against the Syndicate. These smugglers and gun runners would become instrumental in the resistance movement, eventually growing to profit off of the mineral wealth that the miners still had. Titanium ingots have recently become the prime medium of trade across much of Hoelia.

Week 9- Running the Gauntlet

3/16/18- Armor, AI, and Logos

Hey there, Lava Bear fans! Parker here again. Time for another development log!

Quick update on what happened last week-- since many of our interns were out of town for UAT's Spring Break, our workforce was somewhat reduced. However, we were far from stagnant. Our core team was still hard at work on a few housekeeping matters, primarily concerning company management. Without further ado...

Design

It was a big week for our design staff!

Design1.jpg

Ian had a busy week, having made frameworks for the upcoming inventory system, as well as restructuring the game actor hierarchy-- setting up how the different actors relate to one another. He also refined the enemy artificial intelligence-- It can now move around the level and aim at the character when it reaches a certain distance.

I was also at work earlier this week, adding additional content to the level and redesigning the level flow.

Art

Bryce at work on our logo, while Trent is finishing up the female character model

Bryce at work on our logo, while Trent is finishing up the female character model

Our art department is finishing up the last of the character models, which should be ready for us to apply animations soon! Bryce is also at work on refining our company logo-- it should be updated fairly soon!

Programming

 

Garret and Dave working together on equipment

Garret and Dave working together on equipment

Last but not least, our programming team has been working on building equipment for the character-- specifically armor, and how it affects the player's stats. Soon this will be integrated with the inventory system, and the player will be able to equip different pieces of armor through that interface.

Lore Corner: Naxos

On the border worlds, spaceports are the arteries that connect a planet to the rest of the galaxy. Especially prosperous planets will have more than one, allowing planetside manufacturers and sellers a more local outlet to sell their wares to buyers across colonized space. The city of Naxos is one such trading hub.

The second of four such facilities built on Hoelia, the Naxos spaceport was built in response to the mining boom shortly after the planet was settled. The settlement was strategically situated at a midpoint between several mountain ranges laden with titanium and other precious minerals. The nearby mining settlements would benefit greatly from the location, as the mining companies had to pay less to ship the raw materials to the location.

The spaceport quickly grew into a small city as new businesses moved in. Within the next decade, Naxos became a manufacturing hub for everything from consumer goods to starship-grade titanium plating. By that time, it had become the largest city on Hoelia.

Week 8- Work Goes On!

3/2/18- AI and Status Effects
 

Hey Lava Bear fans! Parker here with another development update!

This week, I'm afraid that I have to start off with a bit of an editorial. Last week, I posted a showcase of a few excellent models by one of our online artists. However, I got his name wrong; it's Jake, not James. I still feel kind of awful about that. My bad!

However, I would like to announce that we'll be publishing a title that Jake has had in development, a little game called ArcherMan! Check out the alpha over at http://www.josephjakewilliams.com/?p=1535.

Without any further ado, let's move on to progress reports for this week!

Design

This week, there's not much to report on the design end of things. I'm still working on developing the first boss fight, and I'll be moving on to a few modifications to the current level design, primarily with the interest of adding more objectives. 

Ian made a simple debug menu so that we can test different attributes of the character controller, so that's something!

 

Art

 

Ian takes a quick break from UI design to enjoy his cinnamon bites.

Ian takes a quick break from UI design to enjoy his cinnamon bites.

UI is coming along well! Ian is still designing stat windows for the character, as seen here. Much discussion was sparked over these.

Bryce finds the hair tool

Bryce finds the hair tool

Trent and Bryce are still hard at work on character models, and Tuesday is designing individual parts for the ship, which seems to be nearing completion!

Programming

AI units!

AI units!

Dave came through this week with a few serious developments for our AI! Now we can spawn additional units who will follow you around.

Garret, hard at work

Garret, hard at work

Garret has been working on our status system, creating statuses that can be applied to the player or to enemies. Some of these are going to be implemented in our upcoming boss fight!

Lore Corner: Verner Coulhurst

On Hoelia, few names are as widely despised as that of governor Verner T. Coulhurst, the head of the planet's provincial government. As such, he's also commander in chief of the Syndicate's military might.

Fifteen years ago, no one would believe that Coulhurst would end up in the middle of one of the largest civil wars in colonized space. He started working for the Stratum Corporation fresh out of college, a student of business and politics from Beta Centauri. A soft-spoken young man, he was originally hired as an interpreter to assist with business transactions between Stratum and other, far-flung mining companies.

Verner demonstrated an aptitude for negotiation and deal making early on in his career, which fast-tracked him into politics. After serving well for ten years in a provincial office on the asteroid colony of Trebia, members of Stratum's political affairs division recommended him to run for political service on Hoelia. He accepted, and was quickly elected to serve the people of Stratum. Unfortunately, he was unaware of the brewing financial situation that the members of upper management saw on the horizon.

Suddenly, Coulhurst found himself in the middle of an escalating conflict. He passed several measures in an attempt to appease the protesting miners, while at the same time appealing to Stratum for support.  When the Syndicate was established and brought up to strength, he was hesitant to utilize them in an extensive capacity, believing that there was still a diplomatic answer to the situation. As negotiations broke down, he reluctantly enacted a number of measures to restore order to his population centers.

As the war has gone on, Coulhurst has become a polarizing figure. Syndicate sympathizers think that he's a man saddled with a difficult job, while Coalition citizens paint him as the devil himself. At the center of it all is a man attempting to hold together a planet that seems to be tearing itself apart.

Week 7- Fleshing out the Mechanics

2/23/18- Menus, Characters, and Gameplay Planning

Hey, fireBreak fans! Parker here with another dev log. We're settling into our third sprint here, and things are coming along pretty well! Without any further ado, let's get to our highlights for this week!

Design

This week, our design team has had two major tasks. On Ian's end, he's been placing assets in-engine, play testing and getting a feel for what gameplay is going to be like.

Here, he's looking at an overlay of the level, and is placing our new models according to the positions on the paper map.
On the other end of the spectrum, I finished up writing dialogue for the level, and began to design the progression of the first boss fight. Lots of documentation and looking through concept art.

Art

WE HAVE ENVIRONMENTAL MODELS

WE HAVE ENVIRONMENTAL MODELS

It was something of a red letter week, as far as environment art goes. Jake, one of our online artists, gave us a few dozen models to work with, and going through them and seeing where they'll work best.

Week7Art1.jpg

On the other side of our art department, Bryce and Trent have been hard at work on our generic male and female character models. 

Week7Art2.jpg

Tuesday, diligent as always, is working on the mesh for the player's ship.

Programming

Dave has been hard at work on our enemy AI, and he's making a lot of headway there. Enemies will now track the player. Shooting comes next!

He turned and smiled, I swear. It only looks like a death glare.

He turned and smiled, I swear. It only looks like a death glare.

In the meantime, Wyatt is polishing off the UI functionality, and Garret started on the player's status system.

 

Lore Corner: Sellar's Gulch

Of the multiple possible starting points for the Miner's Coalition, the most widely accepted one is the rebellion at Sellar's Gulch.

Sellar's Gulch was one of the first smaller mining towns on Hoelia, nestled into the base of one of the planet's many mountain ridges. Shortly after the settlement of the planet, Stratum Mining Corporation prospector Reynold Sellar applied to establish the settlement after discovering a rich platinum vein. His application was accepted, and a few families built the first few structures on what later became the town's main street.

Over the next few years, the small township grew alongside the mine. The mine produced platinum bountifully for the next several decades, until it began to run dry. Many families left the town, seeking employment elsewhere. Over the course of a decade, the population shrunk to a mere thirty percent of what it once was. The mine's production switched from lucrative platinum to tin and copper, and few miners still stayed.

So it continued, for a few years. When a pay cut struck the already-struggling town of Sellar's Gulch, a small riot ensued. During this time, the townspeople locked up the acting magistrate and sheriff within the jail at the police station. The townspeople drafted a stopgap government, in hopes of holding out the town's (still meager) mining output to extort more wages from the Stratum Corporation. When several months passed without their appeals being met, they began to reach out to other towns, who they soon learned were in similar situations.

These organizations banded together and formed the Miner's Coalition, and the situation escalated from there.

Within the past few months, as Syndicate crackdowns became commonplace in the nearest cities, Sellar's Gulch has become the rallying point for refugees in the sector. It is a sort of headquarters for the Coalition, having become a well-defended, well-stocked cross between a refugee camp and a military base.

Week 6- Build Review 2: Arm Wrestling Spectacular

2/16/18- The Second Build

Evening, fireBreak followers! Parker here with another exciting week of development. This week we got to present another build for UAT's Game Production Studio. Ian gave an excellent presentation this morning-- Here are a few highlights!

Ian shows off our UI

Ian shows off our UI

Which brings us to our Programming section this week!

Programming

The primary feature on display here is the User Interface. Though it's not yet linked to the character controller, it displays a portrait, the player's Health bar, and the player's power point bar. The values can be adjusted using a hotkey, and these values can be integrated into the character controller as soon as it has values to correspond to. Wyatt and the other Ian (the one not pictured) worked together to get this feature to a presentable state.

Speaking of the character controller,  Dave has been steadily improving the character controller. It now rotates according to the mouse's onscreen position, and it no longer has a jump function (which was deemed unnecessary for the final game). 

 

The player's ship!

The player's ship!

Art

Tuesday has been killing it this week-- He created all of the models that are currently on display in the player's ship. There are a few more to be created yet, but the crew quarters/supply room are fully modeled out.

Not featured in the build are Trent's wall and floor textures for the ship, nor Bryce's character models, which will need to be rigged and animated first.

Level 1, whiteboxed. The squadmate is also present, and represented in the UI.

Level 1, whiteboxed. The squadmate is also present, and represented in the UI.

Design

Last but not least, our design team built out the first draft of our first level for this week! Earlier this week, I created the papermap and wrote out much of the dialogue for the level progression, which I then handed off to Ian (Again, the Ian not pictured), who whiteboxed the whole thing. This only features the structure of the level, as NPCs, enemies, assets, and event scripting are going to be forthcoming.

And finally...

The showdown!

The showdown!

No, I wasn't kidding. I looked over my shoulder after writing a bit of dialogue, and this was happening. After a three minute contest, Tuesday managed to beat Ian. This led to a short string of contests, including Ian versus myself (which I lost) and Ian versus Trent (which Ian won, in a much closer contest).

Lore Corner: Trasimene MPF-4

First produced by Trasimene Shipyards around forty years ago, the Trasimene Multi-Purpose Fighter Mark 4 is a common sight among systems on the fringes of colonized space.

shipWIP.png

Early on its service life, the MPF-4 saw extensive use as a fighter among various mercenary groups. This was primarily due to the vessel's comparatively low cost with comparison to its utility. The MPF is deceptively light for its large profile, which lends to a high top speed. The design is also exceptionally modular, lending to easy repairs and a wide variety of aftermarket components to further increase the vehicle's already considerable performance. The primary weakpoint is the vessel's armor, which is susceptible to puncture in ship-to-ship engagements.

The MPF-4's port-side cargo pod is fully pressurized, and often sees use as makeshift crew quarters. Given the usual owners of these vessels, they are rarely used to haul actual cargo. The starboard reactor spar houses the ship's generator, as well as some additional space for ship systems. One popular modification is the addition of a battleship-grade mass driver along the length of the reactor spar, giving the small vessel amazing capability as a hit-and-run fighter. This modification is not without its drawbacks, as the considerable power draw of the mass driver requires shunting power from other critical systems shortly before a shot can be taken. 

Though these modifications make the MPF-4 a popular vessel among criminal spacefarers, they see enough legitimate use by mercenaries and trader to ward off suspicion. And in light of continued sales, Trasimene Shipyards don't seem to be complaining.

Week 5- Late nights and Pizza Runs

2/9/18 - Character Models, UI, and Dialogue

Week 5 has come and gone! Parker here with another development log. We're coming up on another build, so we're pouring on the steam to implement all of the features we hope to have by next Friday.

Let's get to the updates!

Design

This week, the design team continued to work on the first level. Our online designers are still hard at work on the level, and we're still planning to have a white boxed version by the next build.

In the meantime, I've been working on the dialogue for the mission, trying to weave the character's actions into the overarching narrative. Given the fact that the player's choices will change their influence with the different factions, this involves writing different pieces of dialogue depending on the player's current alignment.

Art

Trent, working on a doorway for the ship interior.

Trent, working on a doorway for the ship interior.

The art department is still working on the same tasks as last week in preparation from the build. Trent took care of the paper map for the ship interior earlier today, and since then he's been at work on models for the  interior.

 

Bryce modeling the face for a character model.

Bryce modeling the face for a character model.

Bryce is still working on the character models, which will then be animated and integrated into the game engine. Tuesday is working on models for the level.

Programming

Our programmers have been working at our three main features for this build: the working character controller, the User Interface, and the inventory system.

Ian and Wyatt consulting on the UI code.

Ian and Wyatt consulting on the UI code.

Garret has our inventory system working, and he's currently developing a menu to display inventory items. In the meantime, Ian and Dave have been building our character controller so that the upper half of the character will follow the mouse while the lower half moves in the direction indicated by keyboard input.

The current state of our User Interface

The current state of our User Interface

Wyatt has built our user interface. So far, it's able to display the player's health and power points, as well as buff/debuff icons.

 

Lore corner: Miner's Coalition Organization and Technology

Since the Miner's Coalition sprouted from a group of organized civilian groups, they lacked the resources afforded to the much larger Syndicate. However, the group was far from helpless. The earliest of these miner's rebellions  occurred in the mining town of Sellar's Gulch.

The residents of Sellar's Gulch were in an outrage over another wage cut, and the imposition of rationing at the town's food stores were the last straw. Many of the miners went down into the mines and brought out whatever they could use-- from humble pickaxes to cart-mounted laser drills. The town's magistrates were quickly subdued and jailed.

The example of Sellar's Gulch was quickly followed in many other mining settlements, and the standard SMC-issued Pulse-Laser drill became a consistent staple in the Coalition arsenal, alongside the Compound-8 concussive mining charge. However, it quickly became clear that repurposed mining equipment wouldn't carry the new organization very far.

Fortunately for them, a few of their number had contacts with prominent arms dealers in the sector. Military surplus gauss rifles were soon being smuggled onto Hoelia en masse. These soon became standard issue among the new paramilitary group.

Given that the majority of Coalition members are former miners, members with proper military training are few and far between. However, their lack of expertise is compensated for by their numbers, as well as their frequent use of hit-and-run tactics. Their menace is increased among Syndicate population centers, where it can be impossible to tell a Coalition mole from an ordinary civilian until they've struck.