In this update2
Full notes
Full Team Ice Cream VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Compatibility
Team Ice Cream VR changes
Look at all these bugs we found! ːsteamthisː (Apologies to all entomologists reading this. We know most of them are not true bugs, but they were simply too cute not to include.)
Welcome to yet another weekly update!
For those new here, we post weekly updates with the goal of being completely transparent with our progress. Comments are open to everyone and we would love to hear your thoughts!
So What's New?
Our first big bug hunting week is over and we caught some good ones! We'll go into a little more detail below, but first let's keep up with tradition and start by covering our goals from last week to see how we did:
Plans for Week 13
Task ETA Steam post image Actually upload trailer and screenshots featuring updated visuals. No, really! Week 12 Steam post image Find all the bugs. Week 13 Steam post image Fix smaller bugs that we find, take note of any bigger bugs that need time scheduled Week 13 Table shows up-to-date progress along with ETA for active targets, if any.
We are fully on track again (yes, the updated trailer is actually up now ːsteamfacepalmː) and still running a full week ahead of schedule. Okay, let's take a look at our bug collecting efforts.
Bug Trophies
A bug that was fixed a few weeks ago that caused customers to walk as if they couldn't quite stomach our product.
We found and fixed a number of smaller bugs (such as objects remaining highlighted when they shouldn't or customers' feet emitting sand dust while walking on wood.)
We also looked into the already known issue of crabs and seagulls sometimes becoming stuck with no apparent obstacles, but determined that we will need more time to fix that one and delegated it to the final pre-beta bug hunt.
All-in-all, we found less bugs than we had expected. Hopefully due to there simply not being too many to find as opposed to us being bad at finding them, of course. ːsteamhappyː
Plans for Week 14
| Task | ETA | |
|---|---|---|
| Steam post image | Implement customer delivery | Week 13 |
Table shows next week's targets.
Not exactly a massive list this time around, but an important step getting us a little closer to Beachville being considered complete.
We need to implement the system that determines how many and what type of customers arrive and actually spawns them. Right now we actually have a really basic "hack" in place to simulate it while testing.
That will then lead us to next week, during which we will be creating some more vehicle assets to put the cherry on top. Right now we only have the yellow taxi cab you can see in the trailer.
That's it for this week!
Want to keep track of our progress? Check out this post on our Steam discussion forums, it has a lot more details on what we hope to accomplish and by when we hope to be done, including monthly targets!
Source
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