I've been away from the office during most of July, and since I refuse to put dev-related material on non-dev machines == no news updaets!
As glorified PR, there is now much rejoicing by the other siblings, who refuse to PR while work is needing to be done.
During the past month, Nathan's successfully completed the merger of Artemis and the multiplayer sector code. There's still a /ton/ of work ahead of Nathan, but the next steps are working with Zack on the auto-building server so we can push builds again. The major major
importance in what Nathan's been doing is that now we shouldn't have a spaghetti mess where multiplayer is concerned; very pop-in pop-out. Nathan's asked me not to go into details (partially since he's concerned I wouldn't explain it right...
), but iz very cool. Keep in mind also: our hand-made engine is very important to us, our goals, and our vision for BR. It does things our
way (for better or worse!
Gabe's been mostly making passes on his pathfinding logic to prepare it for in-game use, but has also been working with game design changes.
Micah's Unity standalones have given us some phenominal previews for gameplay mechanics, but we're not quite willing to share just yet. We want to get everyone another standalone though, so we'll be taking an earlier rough draft on crew control and preparing it for y'alls consumption
Terah's been doing art practice to broaden skillz, and Zack's been working with Nathan on MP (where he can!)
Aaaand I'm getting summer schedule together and working on many game mechanic redesigns with everyone. Slowly but surely consolidating and targeting down the funky game mechanics down to a palatable ooey-gooey whole.