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Aim Zen News

Aim Zen - Hotfix on AV0.1.7.2

[h2]Changes[/h2]
  • Crosshair on pause menu is fixed.
  • OK,GOOD,PERFECT indicators readjusted.
  • Player movement restricted.
  • Added flag on experimental settings.

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https://store.steampowered.com/app/2791290/Aim_Zen/

Weekly Devlog/06

Hello, I made many preparations for the demo this week. Let's take a look.

[h2]Changes on Musical Heaven Tab[/h2]

Now players can select any map with any track:



In this way, you will be able to combine all sections and music through a menu and use them as you wish. With 7 tracks and 5 maps, you can experience a unique 35 experience.

[h2]New Maps:[/h2]

Added another 2 map to the Musical Heaven system.

Zen Room:

Platform:

[h2]Other Changes:[/h2]

  • Main Menu/Musical Heaven UI rework.
  • Z-4 & Z-5 integrated into the system.
  • Added in-game volume settings.
  • Finish/Results screen added.
  • MTS now spawns 4 target. Not 5.
  • Tribal Vision bookmarks revisioned.
  • Added Log Messages to Main Menu.
  • Musical Heaven Changes, You can listen musics before chosing.
  • Added Sync Quality to MH Tracks.
  • Added tags to MH Tracks.
  • Recommended Widgets revisioned.
  • Steam Profile Pic Int.
  • Fixed various bugs.


Stay Tuned.

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These were the changes made this week, see you next week...

https://store.steampowered.com/app/2791290/Aim_Zen/

Weekly Devlog/05

Hi again !

I want to share what I've been doing this week, but it's a bit technical, fyi :)

[h2]Importing & Exporting Zen Editor Data:[/h2]

This week I achieved perhaps the most important thing in Zen Editor, making a map editor in the game development process is extremely troublesome, in the editor making; exporting data is one of the processes that must be done extremely carefully. It requires serious effort to ensure both user and data confidentiality but to transfer this data in a complete way.

I have given the zen editor the ability to read and write data, with this feature, technically there is only one obstacle left for the zen editor to work, the network systems...

[h2]New Musical Heaven Menu:[/h2]

As you know, Aim Zen tries to host extremely useful systems in order to be user-friendly. For this purpose, I have combined the sections and music based on Musical Target System under one system and provided ease of use. In this way, you will be able to combine all sections and music through a menu and use them as you wish. With 7 tracks and 5 maps, you can experience a unique 35 experience:



[h2]What awaits in the future ?[/h2]

I will start polishing the playable version of the game at the beginning of this new week and present a good demo to the players during the festival. Aaaaand will do the network systems integration after the FPS fest on 15 April...

Stay Tuned.

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These were the changes made this week, see you next week...

https://store.steampowered.com/app/2791290/Aim_Zen/

Weekly Devlog/04

Hello again, I'm back :)

Of course, I didn't come empty-handed and brought you a lot of sneak peeks and update notes about the Zen Editor.

Recently, I had to take a break for 2 weeks due to many personal problems, but this break extended to 1 month. Now I'm back and back to the development process again, I will share weekly devlogs with you every Sunday as before. Let's see what has changed in Aim Zen;


[h2]Zen Editor Development Updates:[/h2]



First of all, when developing Aim Zen and Zen Editor, I pay attention to the UI/UX design so that players can better use the features offered to them.

For this, the player does not have full control over the editor. For example, the point where the player will spawn: a green, fixed and immovable point. In this way, all missions and chapters are easily usable by the whole community. In short, with some restrictions, I make it easier for the entire community to use user-generated content and enrich the user experience.

[h3]As with any editor, player can spawn some objects and position them wherever he wants. I have created a comprehensive handle system for this:[/h3]

Player can select single objects, change their position, rotation and scale values;

The player's multiple selection can be done in 2 ways, Group selection and movement with merged handle;

Or seperated handles;


In short, the user can move, rotate, enlarge and reduce objects, as well as perform group manipulations. More on the way...

[h3]Of course, the player must also have authority over materials and colours to create a different art style:[/h3]


The player can change the materials of objects in the Zen Editor, or change the colours of already assigned materials. In this way, everyone can bring out the artist in themselves and show it to the whole community.

[h2]Movement in editor:[/h2]

The camera used by the player in the editor is similar to the camera used by the Unity game engine. I have made many improvements for the player to be able to move freely in the editor and not to change something by accident. For example, the player should hold the camera towards the place where the player will move while holding down the right click and move in that direction using the WASD keys. Normally the player can change the handle modes with WASD, but now that he holds down right click: he can only control the camera movements. This is just one example...

[h3]List of all added editor features:[/h3]
  • Default player starting point.
  • Object selection, deselection and higlighting.
  • Multiple object selection. (2 Manipulation modes: groupped/seperated)
  • Object deletion and duplication.
  • Default snapping when moving, rotation or scaling.
  • 4 Handle types: Position, rotation, scale and all.
  • Change handle types via UI/UX elements.
  • Object deletion via UI/UX elements.
  • Material selection. (5 Materials)
  • Assigned color selection. (16 Colors)
  • Console message output for more clear feedback on UI.
  • Essential object library. (6 Objects)
  • Transform value on UI. (Inspector)
  • Task system integration. (Started)
  • Fully integrated handle toolkit.
  • User-friendly in-editor camera.
  • Shortcut system for => Handle modes, object deletion/duplication, camera movement.


[h2]Shader related changes:[/h2]

The outline shader system in Aim Zen has changed, the old outline shader system was material based instead of image based, now almost everything is possible with an image based outline system.

With the new shader system, Aim Zen will have a much cleaner and aesthetic look.

[h2]What awaits in the future ?[/h2]

Next week, I'll be working on more technical improvements related to Zen Editor, which will include a variety of surprises. Zen Editor is committed to being a user-friendly, innovative aim trainer, continuing on its path with determination.



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These were the changes made this week, see you next week...

https://store.steampowered.com/app/2791290/Aim_Zen/

Weekly Devlog/03

Since I will take a 2-week break from development on Monday, I am sharing the development diary today, which I normally share every Monday. In the next 2 weeks, I will only contribute to the development process on weekends. So I am not taking a complete break from development.

As for the changes I made this week;

[h2]Animated Curved Maps:[/h2]
[previewyoutube][/previewyoutube]
As you can see in the trailer, I integrated a map system that moves towards the player depending on the music, which required modifying the post-processing infrastructure and modifying the render queues.


I will make more updates in the future for players interested in the "Musical target system". I need to improve the Zen Editor infrastructure before I can make further improvements to the systems currently running.

[h2]New Visual Effects:[/h2]

Added visual effects for the combo counter that will occur every time the combo increases or decreases.

I will be making more visual effects and changes based on this infrastructure to make the combo counter interact better with players, but there is still time for these improvements.

What's Next ?


Next up is the development of the Zen Editor, where players will be able to create their own maps and missions, this is an extensive and important process, this will be the first time I will need to build a network infrastructure into Aim Zen, after all, players should be able to share the content they have created with other players.



When developing the Zen Editor I will do my best to make it as clear and simple as possible for the users, as I have already used dozens of programmes I have an idea of what and how to do things in an editor. Anyway, the editor will continue to take shape with user feedback.

In addition to all this, I will use 2 different encryption methods to protect user data. After all, you don't want someone else to steal a map or mission you created.