Development Update 22/02/2021


Hi everyone! My name is Nathan, I’m the head writer and theme keeper for Pneumatic Productions, and I’m here to give you our first update for our game going forward! We’re going to be making one of these updates for every new build of our game, keeping you up to date with any changes, major or minor, and bug fixes that have happened over the last two weeks. We’ll also be updating you on any changes in the team dynamic, as well as the impacts that Lockdown, COVID-19, and other factors that may have had an impact on our development process. Firstly, here’s some notes on what has changed since our last build we uploaded!

 

  • Updates pushed to the Assets & Textures in both the Casino level and the Subway level.
  • New player prefab implemented with new animations for crouching and sprinting whilst holding the revolver.
  • Updates to the ‘Newton’s Arm’ mechanics, as well as improvements to visual feedback.
  • Textures added to the Tommy Gun.
  • Removed ‘Long-Barrelled’ shotgun.
  • Waypoints UI implemented.
  • Updated checkpoint system
  • Enemy AI improved with new basic animations.
  • Enemies now check areas upon reaching each waypoint.
  • Enemies now react to being shot.
  • Hit markers added.
  • Sound effects iterated and improved.
  • Improved recoil on weapons.
  • Bug Fix – Removed infinitely spawning ammo crate.

 

Now that the technical information is done, we want to take a moment to talk about how the current state of affairs has affected our development process. As a team of university students, we all come from different backgrounds and areas, ranging from England and Wales to Sweden. Given the lockdown system in effect within the broader UK area, work was already difficult when we could work together in person. Some team members preferred to work from home even during the early stages, understandably not willing to risk any spread of disease, whilst others did work in person, but the team dynamic still operated well with good communication between the team.

Since December, however, we’ve been forced to work individually, through online communication. This has truly been a learning experience for us all. For the better part of the last three years, we’ve gotten used to working in teams in person, only using online methods for version control and general organisation, but current circumstances have forced our hand and made us adjust to working in a completely new environment.

This hasn’t been without its issues. Communication is key in this industry, and even though we are a larger team from the university’s perspective, we’re still a small group of people working on a massive project. Stress has been high at times, and many of us have had personal issues to deal with outside of development, but regardless we’ve all stayed on task and remain working hard. We truly believe in Lunertia, and we hope that our hard work will pay off when we’re able to present you with our final product later this year!

Thanks for taking the time to read our update, hopefully we’ll be keeping you up to date as often as possible. If you’d like some more sneak peaks, or quicker updates, feel free to follow our twitter account @PneumaticDev. We try and update there as often as possible, but this is the best place to come if you want more technical updates from us, as well as new builds for you to play! That’s it for now, we hope you’re all enjoying your time exploring the city of Eclipse! 

Hi everyone! My name is Nathan, I’m the head writer and theme keeper for Pneumatic Productions, and I’m here to give you our first update for our game going forward! We’re going to be making one of these updates for every new build of our game, keeping you up to date with any changes, major or minor, and bug fixes that have happened over the last two weeks. We’ll also be updating you on any changes in the team dynamic, as well as the impacts that Lockdown, COVID-19, and other factors that may have had an impact on our development process. Firstly, here’s some notes on what has changed since our last build we uploaded!

 

  • Updates pushed to the Assets & Textures in both the Casino level and the Subway level.
  • New player prefab implemented with new animations for crouching and sprinting whilst holding the revolver.
  • Updates to the ‘Newton’s Arm’ mechanics, as well as improvements to visual feedback.
  • Textures added to the Tommy Gun.
  • Waypoints UI implemented.
  • Updated checkpoint system
  • Enemy AI improved with new basic animations.
  • Enemies now check areas upon reaching each waypoint.
  • Enemies now react to being shot.
  • Hit markers added.
  • Sound effects iterated and improved.
  • Improved recoil on weapons.
  • Bug Fix – Removed infinitely spawning ammo crate.


Now that the technical information is done, we want to take a moment to talk about how the current state of affairs has affected our development process. As a team of university students, we all come from different backgrounds and areas, ranging from England and Wales to Sweden. Given the lockdown system in effect within the broader UK area, work was already difficult when we could work together in person. Some team members preferred to work from home even during the early stages, understandably not willing to risk any spread of disease, whilst others did work in person, but the team dynamic still operated well with good communication between the team.

Since December, however, we’ve been forced to work individually, through online communication. This has truly been a learning experience for us all. For the better part of the last three years, we’ve gotten used to working in teams in person, only using online methods for version control and general organisation, but current circumstances have forced our hand and made us adjust to working in a completely new environment.

This hasn’t been without its issues. Communication is key in this industry, and even though we are a larger team from the university’s perspective, we’re still a small group of people working on a massive project. Stress has been high at times, and many of us have had personal issues to deal with outside of development, but regardless we’ve all stayed on task and remain working hard. We truly believe in Lunertia, and we hope that our hard work will pay off when we’re able to present you with our final product later this year!

Thanks for taking the time to read our update, hopefully we’ll be keeping you up to date as often as possible. If you’d like some more sneak peaks, or quicker updates, feel free to follow our twitter account @PneumaticDev. We try and update there as often as possible, but this is the best place to come if you want more technical updates from us, as well as new builds for you to play! That’s it for now, we hope you’re all enjoying your time exploring the city of Eclipse! 

Files

Lunertia Build v.2.0.1.zip 197 MB
Feb 22, 2021

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