Upswing
The flu is finally gone. It did end up eating into a few days of the new sprint, but not the whole thing, meaning I actually managed to accomplish some things this time. The first thing that I did was set up a first pass at the gun glossary - a menu that lets you check each part and a description of said part, letting player get a feel for each part before they go into the game and actually have to use them. That was actually technically at the end of last sprint, and this sp
The Sickness
This week was a struggle, to say the least. I spent the majority of the past 4 days nearly bedridden with the flu, making it near impossible to get anything at all done - I had about a day and a half between the sickness I had last week that I mentioned and the flu, meaning I had less than 48 hours of possible work time. Needless to say, I haven't been able to do much on anything related to school, let alone 12 hours of production. This has also made it difficult to attend me
Greenlight Ahead
This week was all about going in hard on getting important gamefeel features in, in order to successfully engage the player as best that we can. As I mentioned last week, I spent time implementing some small things that would have big impacts. First of all, we added in a bit of screen shake on hit so that the player can really tell when they're getting hit. We also added inertia to the weapons - that is to say, they lag behind the camera a bit as they would if you were turnin
Kicking into Gear
So far my job is all about the feel. As I mentioned last week, I was working on implementing a hitmarker system, death messages, and a new damage indicator for the players HUD. With those all implemented, I now move onto elimination messages, screen shake when shot, and potentially some weapon inertia, in order to make the player feel more like they are moving. Overall, we seem to be meshing pretty well. We've had a few communication hiccups due to the horrendous illnesses th