HomeGamesUpdatesPricingMethodology
Steam News14 May 20224y ago

New Zombies and Traps! [MAY DEVLOG]

Hello everyone, Welcome to the FIRST devlog for the game. In these, I will be walking you through what changes we've made since the previous post (aiming to do one of these monthly).

In this update4

Full notes

Full Slap It Together! update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone,

What changed

0 fixes5 additions3 changes0 removals
  • Gameplay
  • Performance
  • Server
  • Store
addedNew ZombiesYou may have noticed in the cover image a small tease of the new zombie model we've implemented... Take a look at the work-in-progress shots here!
addedNew ZombiesWith these new zombies, we've also changed their animations. Enoch is currently working on more clothing options for them before moving onto a secret new model (stay tuned!).
addedIntroducing Traps!Now that we had new zombies, we needed more ways to defeat them!
addedIntroducing Traps!Mines can be placed down and they're primed after half a second. After that... well, just watch your enemies fly away!
changedCode Refactoring[expand] Alongside all the fun and juicy stuff, we've also reworked some of the networking code-base. While it doesn't inherently affect performance, it will allow us to test the game with more ease as developers.
changedCode RefactoringPreviously, our Network Manager (what handles the multiplayer functionality) used Steamworks (Steam API) in a hard-coded manner. This meant that it'd make porting to other platforms a lot harder in future as we progressed development (i.e. Itch.io, Epic Games, or even consoles). These new changes allow us to support any platform provided we have the Transport required for it (provided by Mirror , the open-source multiplayer networking solution we use).

Slap It Together! changes

addedYou may have noticed in the cover image a small tease of the new zombie model we've implemented... Take a look at the work-in-progress shots here!
addedWith these new zombies, we've also changed their animations. Enoch is currently working on more clothing options for them before moving onto a secret new model (stay tuned!).
addedNow that we had new zombies, we needed more ways to defeat them!
addedMines can be placed down and they're primed after half a second. After that... well, just watch your enemies fly away!
changed[expand] Alongside all the fun and juicy stuff, we've also reworked some of the networking code-base. While it doesn't inherently affect performance, it will allow us to test the game with more ease as developers.

Welcome to the FIRST devlog for the game.

In these, I will be walking you through what changes we've made since the previous post (aiming to do one of these monthly).

New Zombies

You may have noticed in the cover image a small tease of the new zombie model we've implemented... Take a look at the work-in-progress shots here!

Head shot

Body shot

Comparison (before/after respectively):

With these new zombies, we've also changed their animations. Enoch is currently working on more clothing options for them before moving onto a secret new model (stay tuned!).

Introducing Traps!

Now that we had new zombies, we needed more ways to defeat them!

Mines can be placed down and they're primed after half a second. After that... well, just watch your enemies fly away!

Obviously the model is less than ideal and the user feedback is very very minimal but we're hoping to sort this when we finish traps off next month!

Code Refactoring

I know, I know, 'boring' stuff ːsteamboredː but for those of you interested in a tech-y behind the scenes...

[expand] Alongside all the fun and juicy stuff, we've also reworked some of the networking code-base. While it doesn't inherently affect performance, it will allow us to test the game with more ease as developers.

Previously, our Network Manager (what handles the multiplayer functionality) used Steamworks (Steam API) in a hard-coded manner. This meant that it'd make porting to other platforms a lot harder in future as we progressed development (i.e. Itch.io, Epic Games, or even consoles). These new changes allow us to support any platform provided we have the Transport required for it (provided by Mirror, the open-source multiplayer networking solution we use).

We've also made some alterations for implementing new types of pickups. This was increasingly important with the introduction of traps and healthkits (found in airdrops). This new method will provide the infrastructure for future items we may develop. [/expand]

Thanks for reading!

https://store.steampowered.com/app/1520590/SlapIt_Together/

Join our Playtesting Party: https://www.headtiltgames.com/playtest

Support us on social media! Discord (15 more people to reach 100 members!!) Twitter @HeadTiltGames Facebook @HeadTiltGames Website

Source

Steam News / 14 May 2022

Open original post

Changelog.gg summarizes and formats this update. How we read updates.