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Over the last few weeks I have been continuing to polish the skinning feature as well as look a little at possible new weapons with a focus on implementing the spear. It has also been harder recently to work on the game with my final year assessments occurring. The most prominent issue that was fixed was an issue relating to how weapon and skin selections were remembered and displayed across different game modes such as normal and Quickplay. This caused an issue whereby getting weapons randomly selected in Quickplay and then changing to normal mode wouldnt display any weapons. visually this is what you would expect, but if start was then pressed the old combination from Quickplay would be used even if visually nothing was selected. This took longer than expected to fix as it required a lot of restructuring of very old code. The players weapons have also been centered around the wrist of the player on instantiation. This improves the visual smoothness of the players creation as the quick re-positioning of weapons in the first few frames of the match no longer occurs. The spear was added into the game a little under a year ago but was quickly removed as many including I, felt it was too powerful. Ever since then I focused on the implementation of different features such as networking and skinning. I have now re-evaluated it and am now considering different methods of nerfing it without losing its appeal as a long stabby weapon. Previously it was about as sharp as the rapier with a longer range but also suffered from a high mass and lack of maneuverability. I have decided I will decrease its sharpness to a level that is still fun but also less powerful. However, I still need time to balance the exact amount of sharpness it should have. Pending tasks are now
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