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Steam News3 January 20197y ago

Development updates for January 2019

There have been some pretty significant advancements in Frenzy's development over the past month...

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Full Zombie Deathrace Feeding Frenzy update

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What changed

1 fix0 additions0 changes0 removals
  • Maps
fixedThere have been some pretty significant advancements in Frenzy's development over the past month... The entire GUI has been replaced with AntTweakBar, which is something that was desperately needed as GLUI is just horrible to work with, and very dated. During this process I fixed a variety of GUI issues and I'm happy to say that it's working very well and bug free! Leading from this, I jumped quickly on the in-game map editor, something I felt was extremely important for players to have access to, and will hopefully create a community of map editors when the game is launched. Making maps in Frenzy is incredibly easy, and this editor will make that process foolproof and seamless. As of now, it's about 90% completed, but who knows, maybe more things will come into focus as I go on with it. At some point there will be an asset manager section added, and tutorials(perhaps even in-game as well). It should be noted that creating custom assets is as simple as making them in Blender and exporting them to the model format(IQM). The game itself is progressing nicely. Multiplayer got a fairly decent amount of love, with some netcode improvements. The single player game is close to completion, and I added boss intros, an end scene, and have 7 of the 10 planned levels completed thus far. Now with a proper level editor, I'm starting to crank out more maps. Some pics of the latest one are included in this post. I've begun Steamworks integration, which will take some time with all of the awards and what not that I've planned on. This game will have at least 100 different awards for sure. Following this, I will begin with VR support, and then Android. The Android port was completed last year, on a very early version of the game, so that will need to be implemented in the same fashion on the current version. There are still a lot of things to think about in regards to functionality and controls for that, but I've got it at least worked out in my head as to how it should be.

Zombie Deathrace Feeding Frenzy changes

fixedThere have been some pretty significant advancements in Frenzy's development over the past month... The entire GUI has been replaced with AntTweakBar, which is something that was desperately needed as GLUI is just horrible to work with, and very dated. During this process I fixed a variety of GUI issues and I'm happy to say that it's working very well and bug free! Leading from this, I jumped quickly on the in-game map editor, something I felt was extremely important for players to have access to, and will hopefully create a community of map editors when the game is launched. Making maps in Frenzy is incredibly easy, and this editor will make that process foolproof and seamless. As of now, it's about 90% completed, but who knows, maybe more things will come into focus as I go on with it. At some point there will be an asset manager section added, and tutorials(perhaps even in-game as well). It should be noted that creating custom assets is as simple as making them in Blender and exporting them to the model format(IQM). The game itself is progressing nicely. Multiplayer got a fairly decent amount of love, with some netcode improvements. The single player game is close to completion, and I added boss intros, an end scene, and have 7 of the 10 planned levels completed thus far. Now with a proper level editor, I'm starting to crank out more maps. Some pics of the latest one are included in this post. I've begun Steamworks integration, which will take some time with all of the awards and what not that I've planned on. This game will have at least 100 different awards for sure. Following this, I will begin with VR support, and then Android. The Android port was completed last year, on a very early version of the game, so that will need to be implemented in the same fashion on the current version. There are still a lot of things to think about in regards to functionality and controls for that, but I've got it at least worked out in my head as to how it should be.

There have been some pretty significant advancements in Frenzy's development over the past month... The entire GUI has been replaced with AntTweakBar, which is something that was desperately needed as GLUI is just horrible to work with, and very dated. During this process I fixed a variety of GUI issues and I'm happy to say that it's working very well and bug free! Leading from this, I jumped quickly on the in-game map editor, something I felt was extremely important for players to have access to, and will hopefully create a community of map editors when the game is launched. Making maps in Frenzy is incredibly easy, and this editor will make that process foolproof and seamless. As of now, it's about 90% completed, but who knows, maybe more things will come into focus as I go on with it. At some point there will be an asset manager section added, and tutorials(perhaps even in-game as well). It should be noted that creating custom assets is as simple as making them in Blender and exporting them to the model format(IQM). The game itself is progressing nicely. Multiplayer got a fairly decent amount of love, with some netcode improvements. The single player game is close to completion, and I added boss intros, an end scene, and have 7 of the 10 planned levels completed thus far. Now with a proper level editor, I'm starting to crank out more maps. Some pics of the latest one are included in this post. I've begun Steamworks integration, which will take some time with all of the awards and what not that I've planned on. This game will have at least 100 different awards for sure. Following this, I will begin with VR support, and then Android. The Android port was completed last year, on a very early version of the game, so that will need to be implemented in the same fashion on the current version. There are still a lot of things to think about in regards to functionality and controls for that, but I've got it at least worked out in my head as to how it should be.

Source

Steam News / 3 January 2019

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