Posts Tagged ‘Progress Report’
Remainder of 2014: summarized roadmap
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Greetings everyone,
We just wanted to put up a brief summary of what we plan to accomplish during the remainder of the year. We will take some time off mid December and resume work early-to-mid January, as it’s been pretty hectic since we started work on VCD. I’ve been plagued by a neck/muscle problem, and as such I haven’t been able to get much of anything done. The J-HAMR would probably have been done by now if not for that. It’s recovering though, so I’ll get done as much as I can!
So, before the end of the year we are aiming to:
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-Release Rooks Keep.
-Implement Steam Workshop for Rooks Keep and Viscera Cleanup Detail.
-Implement the J-HARM tool for VCD.
-Release normal VCD updates (fixes, tweaks, features, achievements, etc)
As you can see, the Workshop support for both Rooks Keep and VCD is high priority and should be complete in a few weeks. It’s a tricky undertaking, requiring a dedicated application that needs to handle the preparation, downloading and uploading of the mods.
Rooks Keep will probably be released from Early Access very soon, and Workshop support will be ported to it as we get it working for VCD. The two should get that quite close together.
So there we go! VCD updates will continue until we break for the year, and those priority implementations and releases should all happen before then as well!
Happy janitoring/slaying!
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Viscera Cleanup: progress report
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Hi everyone!
First off, apologies about the recent slow-down in regular updates to VCD. That is mostly down to a seemingly endless stream of admin and biz work relating to us setting ourselves up as a company, accounting and so forth. This is all new to us, so we’re stumbling around figuring it all out, and it’s taken a large whack of time away from proper game development. Hoping we’re near the end of that now. The other thing that took time away was the launch of Rooks Keep. We wanted to get that out to fans as soon as we could, otherwise it might only have hit after we finished VCD. Anyway, to the matter at hand!
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Viscera Ketchup – Progress Report #2
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Hail all noble space station sanitation engineers and hygiene technicians, time for a small update on proceedings.
Progress has been a bit slower over the last two weeks with lots of other things going on. ShadowBlade, especially, has been preoccupied so there has not been much change on the maps.
There has been some advancement, though, and we are expecting to be able to get back up to full speed moving on from next week.
In the meantime, here is some work in progress
The supply vending machine:
This new machine (ignore the fugly placeholder mesh) will be able to provide the janitor with all kinds of equipment needed to clean up or repair and replace damaged parts of the facility.
If those pesky marines blew up all the video monitors or stole all the medical supplies, this is where the replacements would come from.
It can also provide new lanterns for working in the dark or anything else we come up with down the line.
In keeping with our design of having minimal HUD and on-screen UI, we have a system for putting the UI on a panel on the side of the machine. These in-world UI panels can be operated using the janitor hands.
Welding Laser:
The laser will be used for repairing bullet holes, scratches and other types of damage or deposits that the mop can’t deal with. It may also have a few other nifty uses and devious traits.
There has also been work on improving the mopping and bucket when cleaning up scorch marks.
As always, there are also many other fixes and smaller changes and plenty more to come before the next version.
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Viscera Ketchup – Progress Report
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Hail ya’ll!
So, we’ve been plenty busy on Viscera Cleanup Detail since it was Greenlit (thanks again!!). We’ll be getting another update out soon, but in the meantime, here is a progress report on what’s been going down.
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We’ve got a bunch of new systems in progress which are functioning already (but need plenty of polish still). These are:
-Bullet holes/scratches/etc and support for repairing them with a laser tool. The laser can also make it’s own holes if you’re clumsy
-Fires. These can breakout when smashing lanterns or overworking your laser tool. This will be expanded as we go.
-Vending machine. Here you can order new pieces of equipment. This is still in it’s infancy, but it’s going well. It even has a nifty “on machine” UI.
-Scanner. This little tool can help you detect shell/bullet casings and viscera.
Other things:
-Radio. Fairly straightforward but adds some atmosphere. Next step is for us to find the right sounds for it to broadcast
-Key bindings. Yep!
On the content side, we’ve been working on the new “medical bay” environment. We’ve got a whole bunch of meshes complete, but more to go still, and plenty of textures.
Here are some shots of it’s basic structure and look, still very much subject to change. Also, there are many meshes not yet added in
And there we go! We’ll try and be more consistent with these progress reports from here on
Thanks everyone!
As ever, please consider pre-ordering it while you can!
Pre-Order now!
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