By Jamie Finch, posted 9th March 2016
Hello! Little late on getting this one out - we've been working towards a pretty big update coughnoughtpointsixcough, but here is what we got up to in February.
Like most things in TerraTech we want the blocks themselves to give the players features. After prototyping block painting and testing it in R&D, we've added the block painting functionality to the SCU Storage block.
Most of this sprint has been hooking up these systems, adding bomb based Tech delivery, and catching edge cases with the planned systems.
I have just changed the sprite logic so that the deployed game loads images auto-generated at build time. This should help the game start up faster.
Had a play around with some prototype race track spawning stuff. This will allow race tracks to be defined using splines, instead of individual points. This makes it easier to author tracks and allows us to show the player the contour of the track if/when it spawns into a player's world.
I was prototyping the new fabricator (also refinery, scrapper, generator and delivery cannon) based on the new design where they sequentially take specific recipes into a single input.
Some not-so-early concepts of a special new block... and some more concepts.
It has been a very productive February for me...here are all the blocks I made! *phew*.
Created a new fabricator for some of the upcoming crafting changes. Things are looking to get a lot more streamlined soon.
We hosted a very special stream event for Gameblast recently and managed to raise a bunch of money for charity which is awesome! Thanks everyone who joined us for that and donated - we had to do some pretty strange things for your amusement... most of which you can see here:
Thanks for reading - we hope you feel sufficiently up to speed with all things Payload.
See you in the next Dev Diary!