Well, basically I've lost programming support and things are in a state where it's too complex for me to fix or keep going.
Pulling in someone else might be a possibility but they won't know the code so things will have to be redone.
So unfortunately it's dead in the water.
This was always a weekend project sort of thing where ...
2021-03-08 02:33:44 +0000 UTC
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We've got the quest system almost ready to go, just a few bugs for Julien to work out.
I am exploring a new hair plugin that I think will give us really nice results on the character models. It can also be used for fur.
I found that cutscenes can be framerate-limited which should help me achieve the 90s anime style shots I am looking...
2020-02-18 23:59:49 +0000 UTC
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Julien has been working on cleaning up everything while I struggle to get things to work. Unreal broke absolutely everything with recent updates, so we can't even compile the plugins we rely on to get the game running. Hopefully soon we'll have a resolution to these problems.
2020-02-01 22:15:38 +0000 UTC
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Work continues on the Quest system.
Savegame now stores quest ownership and completion status.
Dialogue branching related to quests also saves in savegame.
possible Quest objectives/categories has been expanded to include reaching destinations, equipping items, completion of counted tasks such as killing x number of enemies or ...
2019-07-26 00:18:18 +0000 UTC
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It's been a while. I've been really busy the past couple of months dealing with RL stuff but I'm back to the art and code again. We've been adding Quest system stuff, and so far it's working well. We've also revamped the dialogue system. Here's a list of the stuff we've gotten done:
Quest system added: quests can be assigned by dialogue or...
2019-06-24 01:50:00 +0000 UTC
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Fixed vault animation stuff so you actually move how you are supposed to move.
Fixed a few other movement and animation bugs.
Finished aim-while-crouched 100%
Finished aim-while-jumping 100%
Animated tourist NPC idle and walk cycles.
Added knockback/forward/stumble animations.
Added powerup animation, effects ...
2019-02-04 00:12:07 +0000 UTC
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Good news-- the vaulting stuff has been figured out (and will also fix the ledge-hanging and ledge-climbing stuff), seems it's an issue with Unreal not liking the root bone structure in 3ds max biped skeletons. We had to work in a "bush fix" for some animations but the end result is that it works.
2019-01-29 01:05:14 +0000 UTC
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Finished all the cover animations including one to vault from one side of a cover object to another. Began work on coding cover system.
2019-01-06 23:57:18 +0000 UTC
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Made animations for aiming while in cover.



2019-01-06 02:31:31 +0000 UTC
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- Fixed bugs in the aiming system.
- Added/fixed aim + crouch animations.
- Added/fixed aim + crouch functionality for one and two handed weapons.
- Grenades are equippable and functional/kill enemies, but grenade aim mechanic needs tweaking.
- Dead enemy corpses continue to shoot at you (WHYYYYY?)
2019-01-05 22:14:14 +0000 UTC
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Sorry for the slowdown in updates; this time of year really sucks for me in general, I've had zero free time to do anything more than just get by with my normal work.
Grenade code has been started. Julien is taking a break from AI to add some other features. We now have aim-able grenade arc and throw. I should have some animations in the ne...
2018-12-17 03:32:04 +0000 UTC
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So much new stuff.
- Fixed some bugs/skips in a few animations.
- Built grenade models.
- Updated tables and stats to make inventory ready for grenades.
- Fixed inventory display card size to accommodate more items on screen. Fix...
2018-10-08 00:07:47 +0000 UTC
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Squashed so many bugs.
All new hackable doors work with multiple methods.
Security scanner camera locks doors or causes other bad things to happen.
Multiple AI enemy types from timid to aggressive. Enemies take cover automatically using environment.
Horizontal elevators greatly expand level play area.
2018-10-06 01:45:28 +0000 UTC
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It’s been a while since the last report but we’ve been keeping busy with lots of programming tasks.
- Security cameras
- Horizontal elevators
- Hackable doors (multiple methods)
- Fixing ladders
- Fixing ledge grab/climb details
- Laser sights
- Enemy AI
- Misc bug and weird behavior ...
2018-09-30 16:04:59 +0000 UTC
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New animations for run/jog/walk with two handed weapons
New animations for aiming while kneeling/crawling


2018-08-28 22:24:31 +0000 UTC
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More bug squashing with the inventory/interface. It seems like it is never-ending but we're close.
2018-08-27 00:47:41 +0000 UTC
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More work on shop, attempting to fix selection indicator and counters. Still finding bugs.
Built animation blend spaces for 2 handed weapons, and got them working properly for aiming while idle and walking.
Built new weapons, stats, selectability, shot type, etc.
Different aim animation sets now work based on 1 or 2 handed weapons.
2018-07-29 22:01:56 +0000 UTC
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Wow, we're still working out the bugs in the shop code. Stuff has broken the item counters and the selection indicator. Sellable items end up as unsellable, etc. Madness! Hopefully Julien will fix it soon.

It has been a busy Gunbunny Weekend f...
2018-07-22 23:13:10 +0000 UTC
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Julien worked on fixing a bug in the shop, I fought with the computer to reinstall windows and 3dStudio, and finally built the blunderbuss weapon model.
2018-06-25 02:42:42 +0000 UTC
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We resumed action on the game again.
Where we left off before, basically, was in trying to move our existing content into a package we found that pretty much already did 99% of what we wanted in the game. Unfortunately, we were fighting unfamiliar code the whole way and finally, we decided that it would be easier the other way around, instead, br...
2018-06-23 22:47:47 +0000 UTC
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What's going on? Julien had his first baby (well, his wife did anyways!) so things have been stalled for a few weeks while he considers all the ramifications of what he has done :)
Congrats and condolences all around!
2018-06-05 15:17:43 +0000 UTC
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Working on...
- damage-related character textures that change based on how close to death you are.
- impact/stumble based on damage taken, which becomes stronger as your health declines.
- slowdown based on how close to death you are.
2018-04-22 17:34:07 +0000 UTC
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Fixed more shop things:
- confirmation and sell blocking for unsellable items
- updated equip/unequip system for better streamlined and scalable usage
- fixed scrolling item list in shops
- beginning work on shops with saved items and resale of sold things
2018-04-14 21:04:01 +0000 UTC
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Well, to start, Unreal, you totally botched it with your fortnite update. Why did you put your uber-successful game in the same place where people need to work on their stuff? You broke everything there. We can't even access our content libraries. WTF.
Julien and I broke so much shit and fixed so much shit, wow.
Source control problems have...
2018-04-12 01:33:03 +0000 UTC
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Source control problems again. Resolving it hopefully by end of day. So much time wasted on source control. You would think, tools like p4v are considered ...
2018-04-09 17:39:50 +0000 UTC
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Fixed all bugs in shop menus. Items are purchasable and sellable, amounts in inventory reflect reality. Submenus by category function correctly.
Began adding function to require "are you sure?" confirmation on sale of equipped items, but it introduced a lot of bugs. Will retry next coding session.
2018-04-02 00:31:05 +0000 UTC
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Found major bug in inventory system, cleaned and rewrote large portions.
Fixed indication of selected item icons in shop vs inventory list.
Added buy/sell price indicators which show correctly when in and out of shop.
Added buy/sell functionality. Items properly add and remove into inventory on buy and sell, respectively. Money amount...
2018-04-01 00:37:05 +0000 UTC
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Fixed/updated Emitter category in equipment and added another loadout slot. The Emitters will be forcefield-specific tools like the bubble shield, directional shield, speed dash, and bonus melee damage.
Slots for equipment now include left hand, right hand, boots, outfit, wearable, emitter, and quick-item. Each weapon/equipment piece can provide ...
2018-03-27 23:30:22 +0000 UTC
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Added quick item to inventory. Any consumable item can now be assigned to a "quick slot" which is accessible in-game without the need to open inventory to use it. Inventory screen and HUD also show the assigned quick item.
Tried to update the directional shield graphics but ran into technical difficulties with both PC, internet, and the crappy UE...
2018-03-24 23:15:48 +0000 UTC
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2018-03-19 06:17:29 +0000 UTC
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