September Development Update 3

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Greetings Pioneers!

Many a late night of squashing and smashing bugs has yielded some otherworldly progress this week! We’re getting to the stage where we’re very happy with the way the new system changes are working.

There are now very few stability bugs that we need to solve before we can responsibly release the next version to you all.

Update on final issues that we are currently facing before the build will go out to the public ::

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John – Lead Designer

This week I have been in editor fixing navigation issues in the new swamp biome and helped the team bug test our latest features whilst organising the tasks for our next sprint. All of the multiplayer menus are also now designed and initially set-up (in the frontend) so that the server setup is ready to be executed via Steam and players can access, favorite, filter and search for dedicated servers via the server lobby.

The Clan/Squad (any name suggestions are appreciated!) governess has also been worked through, allowing for the leader of a Clan to set up all of the ownership and governess of all assets/allied AI/defences etc. for the members. Designs for the Sniper and the Armory system have also been drafted and are ready for prototyping.

Matt – Art Director

I’ve finished off the new Armory asset that we will eventually be using to access weaponry and consumables.

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I’ve also been helping to guide everyone through various visual and game bugs for our next release, as well as developing up and coming content for Multiplayer. The Swamp Biome is also nearly ready for release so we’ve been taking some new screenshots for Steam!

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Lee – Technical Director

This week I have been dealing mainly with a problem we had trying to build a shipping version of our game. Finally tracked the issue down to a couple of incorrect XML files and some missing dll files. In between this I have been testing and fixing new AI ready for release. While also planning out some future AI creatures.

Tristan – Senior Developer

This week I have been mostly dealing with bugs to do with Destruction, Foliage, Build, Weapons, AI and anything else in the game. I am not alone in my struggles as everyone here has been pretty much jumping around all over the place to make sure everything is ready for all of you. Starship troopers had it easy.

Yves – Senior Developer

Sampling the fruits of all those lines of code! But mainly destroying bugs in the build system.

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Ricky – Developer

I’ve been tweaking the new Build menu to make it more user friendly based on feedback from the test team.

Carlos – Developer

This week I’ve been working on finalising the last few elements of our UI. Along with that I’ve been helping to bug fix any issues that we had remaining, as well as help out set up some of our new assets.

Marcin – Designer

Apart from the massive amount of bugs squashed and effects re-implemented into the new construction and foliage systems, we had managed to finally implement a few changes that have been lying around collecting dust for a while. Among others we have:

  • the Eden Kit, Foundations, Laser Posts and Turrets finally adjusting their physical attributes to the material they are constructed from.

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  • Updated visuals on the Holograms and Snap highlight

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And hopefully if we manage to get them in the game, you will be able to see our new Water Impact PFX.

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Chris – Designer

This past week my main focus has been play testing the current build, bug fixing and tweaking the game for our next release. I also added the ability to mine the drop pod allowing you to salvage materials from it.

Joe – Environment Artist

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This week I’ve jumped onto bug testing to help push towards our next release. It’s a huge update so we really want to make sure it’s as fun and stable as possible! I have also fixed a large number of bugs, including shader, asset and level issues to ensure a good level of consistent visual quality across our expanded current level. I’ve also finished the first pass of terrain painting for our brand new map.

Lauren – Animator

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This week I have been testing the new build system and power system while working on the update to the guide with all of the v0.0.11 additions and changes. I’ve been fixing and tweaking various bits and pieces with the Swamp Walker, building awesome bridges, making gifs and poking the dev team when I find any more bugs.

Gav – Concept Artist

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I’ve been working with our other designer Simone on some more concepts for upcoming features in the game including the armory asset Matt’s been wrapping up this week, the enemy hive bases, portable turrets and the micro construction kit from last week. (Also, Andy thinks nobody has noticed him gaming while he’s supposed to be working.)

Andy – Lead QA

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This past week I built the biggest base I’d ever built in Eden Star. The new ‘snapping’ function has been so much fun to play around with, so I lost a few hours just playing the game and getting creative (Just don’t tell my boss). New content and new features have kept me really busy (and sometimes really frustrated), but I know all the effort from myself and all the team really really shows in the game.

 


You can keep up with our progress and latest developments via our Trello boards

-Team Flix