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Dev Blog 11/26/2015 - Combat, Building, Fixes, & More

Hello Everyone,

From our hearts to yours, we hope you all have a very happy Thanksgiving!

I'm not sure if Jack is out getting some last minute In-N-Out, but I just finished testing the third iteration of our build and it's really solid. Remarkable lag fixes, tons of bug fixes, and we've introduced combat as mentioned in last weeks dev blog. Once Jack gets back, if I can catch him before the Holiday, he'll probably push this to both Beta & Live. Otherwise it is a Holiday week and Jack has been kind enough to continue (As well as Boris) working this week, especially having the flu to top it off, so we should all give him a hand.

Since it's a Holiday I'm going to keep this short, I know everyone is strapped for time. Building structures and harvesting wood has been fixed, so people can build correctly now. We have the framework for inventory management completed a while back, so with the combat that has been introduced we'll be able to swap out weapons and loot pretty soon. There is a large quantity of physical items that have been shelved due to the setback, but these are just waiting for Jack versus waiting for the modeling to be done. Overall, I'm really happy with the update and I can really see its potential, as well as where we will be down the road. The area is so huge, and we don't have sprinting in yet, so it'll be difficult to find players to fight unless a bunch of you play at once. Or, if you don't want to fight, banding together and creating a settlement. Structural components are not persistant, but units are, so if you leave the game your stuff will dissapear but your units will be in the place where you left them. Structural persistance is just one step we haven't been able to get around to yet, so many other things have taken a priority.

Have a great Holiday, see you all in a bit!

-Robert Bonner
Creative Producer - ABD: A Beautiful Day
G.A.M. Entertainment, LLC.
www.GagAMaggotEnt.com
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