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Full Space Dingus update
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What changed
- Gameplay
- Server
- UI and audio
- Balance
- Events
- Store
Space Dingus changes
We're still really busy. We're shooting for something big for Space Dingus in late July, to coincide with Death Road to Canada. I can't say what it is yet, but it's keeping us crushed with work.
This developer log will cover our work last month, which covered a large amount of ground. There are also bonus sections for the Loadout Lockers and some new Character Customization options!
Development News
Since last month:
Lots of work on object, player, and monster physics
Exploding barrel fun, with better effects and faster physics calculations
Better pushing of objects in the map, such as barrels, crates, space junk
Less jitter
Much less network traffic for pushing things, so less lag and better syncing
Better collision interactions for players vs enemies
Mass tweaks for everything
More work on Mission Select
Hitstop added! Feels weighty. This is configurable by weapon. We're currently thinking that edged weapons will have less hitstop than blunt ones
More work on throwable objects. They feel really good now!
Lots of fixes for bugs related to mashing buttons while throwing things
Sounds implemented for a lot of new things
Further tweaks to design numbers for things like enemy and player health, enemy damage, weapon damage, and more
Work on a new location type
Things we're doing currently:
Better UI for health/ammo
More weapon stats
Limits on sounds for when there's a lot of things playing the same sound. EXAMPLE: 20 zombies yelling at once when they first see you
Yet more work on events and event scripting. Big ongoing thing
Work on settings screen
More work on enemy spawning
More work on the main menu, we didn't quite get to that last time
Some further work on zombie aggro switching between players
Loadout Lockers
For playtesting, we have a quick way for players to pick their Profession, starter stats, and equipment. We will get rid of these once we have character creation fully in, but I wanted to show them off for now.
Most professions will have a "default outfit", but you can easily turn this off. This functionality could also be used for things like special missions that change your outfit briefly. Such as EVA suits to protect your characters from the void of space, if they're cowards that can't hold their breath.
New Character Customization Stuff
More additions to character customization, in-between tackling bigger work. It's easy to add little things as we go.
We added a bunch of class outfits, and broke them into dye-able parts. Some clothing items can have two colors to dye two different sections of the clothing. We also can support clothing that shows skin now, as illustrated by this weird tank top.
Lots of new faces, clothing, and hairstyles added. Look at this beautiful smile! Most face/head types have paired male and female "brother/sister" options.
Experimenting with two-color hairstyles more. We're thinking some can be "pick two tones it blends" style, and others can have a more "dye part of your hair" style.
New parts added for the Optics (eye) and Visage (mouth) slots. These aren't fully implemented yet, as there's still just the Hat slot for now.
Next Up
We're mostly wrapping up some polish things right now, then moving on to a big system we haven't touched yet, but need to do sooner than we initially planned.
Next Dev Log will be on June 26th. It will mostly be playthrough footage, with a thumbs up or thumbs down if it looks like we're going to meet our mystery deadline for the July anniversary of Death Road.
Thanks for reading! You can discuss news as we post it in the #future-preview channel of our Official Discord, and on the site formerly known as Twitter .
Source
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