Update Notes for 5/4
Fixed some small bugs and soft locks!

Developer posts and news about this game.

Fixed some small bugs and soft locks!

Gameplay Updates We continued to improve gameplay and have begun more regular playtests to improve the player's experience! This includes: Implementing grenades Refining Enemy Spawning Continuing to work on Buffs Level and Environment Work We've begun to really dive into environm

Environment Art Planning With the foundations of our game laid out, we are able to move on to the making the game look great! Our environment artists used place holder assets to give a feel to the game, while also giving us an idea of the workload required. This helped us reach t

Character We have been making major progress with our main character model, along with rigging and capturing animations using Mocap! Backend Work A lot of what we're doing doesn't make as large of an impact visibly, but is crucial to the functioning of our game. This includes: Le

Game Loop We worked on getting our game loop together. Now the player is able to navigate to generated train cars, fight enemies, and get off to explore the station! Inventory Most of the work done for the inventory is backend. Keeping track of various pick ups and the like. We w

Levels We have continued the conceptualization and began the implementation of the levels. Level Design is split up into two sections: Station Levels and Train Levels Station Levels For the Station Level, we focused on the layout and how it will function in the game. From a desig

Pitching This sprint began with team formation, then the pitching of game concepts. Everyone had a couple of days to prepare, and then we pitched to the group. We went through a couple of rounds of voting and ended on “NoRail.” Pre-Production We spent a fair amount of time on Pre