Development Update #2 - The office upstairs
Hello,
This is the second development update, still relating to the up coming 1.13 update.
[h3]Upstairs[/h3]
Work recently has been going into fleshing out a second floor to the (currently only) office map. There is stair wells located throughout the exterior corridors of the map that lead into the 2nd floor of the office along with vents that allow players to navigate from upstairs to downstairs discreetly.
This step of fleshing out an upstairs is taking more time than anticipated as I want each room to be unique but I am at the same time running out of rooms that would make sense in the given setting without repetition, I am considering making the floor space upstairs smaller than downstairs.
See below a room from the 2nd floor called command. This is where the site director would be giving commands from were they still alive.

[h3]Organisation[/h3]
Work has also been given to reorganising things behind the scene, as I said in the previous update a lot of time is and will be spent on refactoring the code base to reduce the amount of tech debt it currently faces. It has been nice to reap the rewards of this already as it makes debugging and developing new features noticeably faster and this is only from refactoring a few major components of the code base.
I previously had a long list of bugs and features I wanted to implement that were all written in a long text file called "Wyoming Winter TODO.txt" on my desktop. I've finally got around to binning this stupid file and setting up an organised board of tasks which will make things clearer.

[h3]Task to Cash[/h3]
A new system I want to implement to make things more interesting is a store that you can go to during the game round and get weapons, utilities and funny items utilising cash that you gain from performing tasks which will replace the current very boring system of getting a pistol after completing all of your tasks.
Implementing this should make rounds a lot more variable and interesting so I will be extending the amount of time I'll be working on this update so that I can include this new system.
[h3]Game config[/h3]
In the course of revamping the game manager I decided to outsource all the game variables to a synced dictionary that would on the start of the round be populated with variables from a list of config names and values that are arranged into presets such as default gamelay or quicker round or less tasks. I'm going to allow the lobby host to modify a subset of these game config variables in a similar way to the sv_xxxxxxxxx commands you see in various Source engine games.
Thats it for right now.
Cheers,
ValleyHound
This is the second development update, still relating to the up coming 1.13 update.
[h3]Upstairs[/h3]
Work recently has been going into fleshing out a second floor to the (currently only) office map. There is stair wells located throughout the exterior corridors of the map that lead into the 2nd floor of the office along with vents that allow players to navigate from upstairs to downstairs discreetly.
This step of fleshing out an upstairs is taking more time than anticipated as I want each room to be unique but I am at the same time running out of rooms that would make sense in the given setting without repetition, I am considering making the floor space upstairs smaller than downstairs.
See below a room from the 2nd floor called command. This is where the site director would be giving commands from were they still alive.

[h3]Organisation[/h3]
Work has also been given to reorganising things behind the scene, as I said in the previous update a lot of time is and will be spent on refactoring the code base to reduce the amount of tech debt it currently faces. It has been nice to reap the rewards of this already as it makes debugging and developing new features noticeably faster and this is only from refactoring a few major components of the code base.
I previously had a long list of bugs and features I wanted to implement that were all written in a long text file called "Wyoming Winter TODO.txt" on my desktop. I've finally got around to binning this stupid file and setting up an organised board of tasks which will make things clearer.

[h3]Task to Cash[/h3]
A new system I want to implement to make things more interesting is a store that you can go to during the game round and get weapons, utilities and funny items utilising cash that you gain from performing tasks which will replace the current very boring system of getting a pistol after completing all of your tasks.
Implementing this should make rounds a lot more variable and interesting so I will be extending the amount of time I'll be working on this update so that I can include this new system.
[h3]Game config[/h3]
In the course of revamping the game manager I decided to outsource all the game variables to a synced dictionary that would on the start of the round be populated with variables from a list of config names and values that are arranged into presets such as default gamelay or quicker round or less tasks. I'm going to allow the lobby host to modify a subset of these game config variables in a similar way to the sv_xxxxxxxxx commands you see in various Source engine games.
Thats it for right now.
Cheers,
ValleyHound