Gabe's streamlined FMOD sounds in BR to make it so modding additional sounds into the game is much more orderly. Back when we first installed FMOD into BR (almost two years ago?) it required a sound bank GUIDs file that contained a list of all of the GUIDS (unique identifiers) which just added an extra layer of work to get a new sound into the game. Now you should be able to drop the file into the FMOD project file and it's totally good to go, and merges with other mods (something we haven't shown off yet
Terah's been continuing her programming lessons so she can be better suited for object and voxel editing.
I've been starting into some Adobe Muse Classroom in a Book to be thoroughly steeped into Muse before we knock out the old website. I'm 10% of the way through the book.
Micah, among other things (experimenting with jump gate graphics!
), is finishing off UI that Gabe and I never finished. In this case, inserting Gabe's combo boxes into the options menu so you can just click a drop-down menu to change resolution. It's not glamorous, but its good practice for Micah and gets a feature finished off.
Nathan has restored voxels in multiplayer using his NetSync artemis component, a minor hassle that took a week. With Artemis runnin' very well, he's now expanding the Artemis system into how we handle all objects, and how the objects will function with modding; about a two week project.
We should probably have page to link to that explains the artemis components, but it pretty much goes like this:
Run the command AddComponent(NetSync) on any object, and boom, that object is bonafied on the network. No questions asked, just works.
Through the clever use of components, we can make a lot of difficult things very easy to work with in Blockade Runner, and even easier for people to get started with screwin' with our stufft.