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Weekly Dev Log for April 6th, 2020

Hello everyone, and welcome to the Weekly Dev Log for April 6th, 2020, detailing all the changes that have happened since March 30th, 2020. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.

Arcade Progress

Last Friday and Saturday we conducted two public beta tests of the Arcade to help us identify any critical bugs, smaller bugs, and to allow us to conduct a full performance profile to see how the servers and game would cope with a full servers playing all the arcade games. We are happy to report that other than some small issues (and a performance issue we're looking into not related to the arcade specifically) the tests were very successful, and we would like to thank everyone who participated on such short notice for helping us identify these issues. We're hoping to have this released to you all within the next couple of weeks!

Caboose700 updated the achievement icons created by Sketchman on Steam.

Johanna fixed some bugs in the Arcade, fixing the Arcade location volume not including the entirety of the Arcade, fixed the trivia hallway location volume extending too high into the lonely gun area, and moved a Pluck-a-pal machine upstairs.

macdguy made various improvements and changes to Arcade machines, working on stomping out bugs and preparing them for release. He changed Pluck-a-pal to use a capsule like system as the prior method was too buggy and didn't function correctly. He also created a system for smaller playermodels to have the correct eye height for all the Arcade machines, adding stools for visualization. Additional sounds for the Wowozela were added as well.

Madmijk worked on fixing issues with Planetary Piano.

ThisIsntNath finished the Arcade trailer.

Sketchman finished the achievement icons for Phase 1 of Arcade, and helped work on optimizations.

Wheezwer finished the mural for the Arcade.

Will helped conduct performance profiling on the Arcade, while also fixing any sound bugs identified during the beta tests.

[h3]Pluck-a-pal Capsules[/h3]

[h3]Stools for Short Playermodels[/h3]

[h3]Arcade Mural[/h3]

[h3]New Wowozala UI & Sounds[/h3]


Accelerate

While work on Phase 1 of Arcade is wrapping up and getting closer and closer to release, our artists have started working on maps for Accelerate, our next mission after Arcade Phase 1.

Johanna continued working on the NightCity map.

JJosh continued working on the Taxi cart.

Lifeless continued working on the Pine Valley and Sunrise Isles maps, while planning a third unnamed map.

Will started working on music for Accelerate.

[h3]Very Early WIP for NightCity[/h3]

[h3]Very Early WIP for Sunrise Isles[/h3]


Achievement Icon Improvements
Sketchman worked on improving some previous Achievement Art.

[h3]Cleaned Up Achievement Icons (New vs Old)[/h3]

[h3]Redone Alpine Achievement Icons (Completed & Mastered)[/h3]


Miscellany
macdguy added a couple new Unit HUD options.

Sketchman started working on a prototype for Slaughterday Night Live.

Wheezwer started working on Steam Trading Cards.

[h3]New Unit HUD Options[/h3]


Wrap It Up

That about covers everything that happened since March 30th, 2020 at PixelTail Games. See you all next week!

Weekly Dev Log for March 30th, 2020

Hello everyone, and welcome to the Weekly Dev Log for March 30th, 2020, detailing all the changes that have happened since March 23rd, 2020. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.

Arcade Progress

Arcade development races on as our Number 1 priority, and we're hoping to get this out to you all within the next couple weeks.

Caboose700 added achievements and leaderboards to various machines, helped price Arcade items, and added the plushies to the "Pluck-a-pal" manifest.

JJosh started working on modeling the new Arcade NPCs designed by @wheezwer.

Johanna updated the Arcade exterior, updated the Arcade Prize desk, and implemented the new "Asteroid Belt" NPC.

macdguy worked on various gameplay improvements across all of the machines. While all the machines were tweaked, the ones that changed the most were "The Offering", "Lonely Gun 30XX", "Pluck-a-pal", and "Skee Ball".

"Skee Ball" now has better physics, making it easier to get into the top corner.

"Pluck-a-pal" gameplay was completed, so you can actually get plushies and have them rewarded to you, along with improvements to how the crane behaves.

"The Offering" now has LED effects, and players now have a indicator of their status towards the bonus rewards.

"Lonely Gun 30XX" is now fully replicated, and has holster and un-holster animations.

"Ice Cave" now has a bonus round with 50 additional bonus points.

"Little Birde Feeders" now has LED indicators for the bird feed bonus.

"Whack-a-mole" now has bonus ticket support, "Bug Bytes" was completely fixed to be playable, and "Wheel of Fire" gameplay was finished.

All of the machines now have proper scoring systems, along with proper ticket values associated with said scores. He also finished the backend systems required for tokens and tickets. Tickets no longer take an eternity to redeem. Additionally, he implemented leaderboards and achievements to various machines, implemented the Arcade EXP system, and updated several HUD elements. An absolute bunch of optimizations were made to the Arcade over the last week as well.

Madmijk continued working on "Captain Calypso's Planetary Piano", finishing the gameplay and hammering out some bugs.

ThisIsntNath continued working on the trailer for the Arcade.

Sketchman worked on icons for the Arcade achievements.

wheezwer worked on the design for the new "Asteroid Belt" NPC, helped price Arcade items, updated the Arcade logo, and finished up the art for the Pizza and Ice Cream stores, and the "Destroy" cabinet.

Will finished the music for the Arcade trailer, along with the sounds for the "Wheel of Fire" machine. He also completed sounds and effects for "Pluck-a-pal".

[h3]Updated Arcade Exterior[/h3]


[h3]New Asteroid Belt NPC[/h3]


[h3]Lonely Gun 30XX Holster Animations and Updated Gameplay[/h3]
[previewyoutube][/previewyoutube]

[h3]Skee Ball Updated Gameplay[/h3]
[previewyoutube][/previewyoutube]

[h3]Skee Ball Score Indicators[/h3]


[h3]The Offering Bonus Indicators[/h3]


[h3]Arcade Achievement Icons WIP[/h3]


[h3]Arcade NPC Concept Designs WIP[/h3]


[h3]Pluck-a-pal Behind the Scenes (Plush Scaling)[/h3]


Accelerate Karts
JJosh continued working on karts for Accelerate, this week working on the Taxi design.

[h3]Accelerate Taxi WIP[/h3]


Miscellany
Lifeless began working on some Accelerate maps again.

Johanna continued working on some Plaza changes, finishing the new Tower Lobby interior and adding some benches and trash cans to the plaza.

Wrap It Up

That about covers everything that happened since March 23rd, 2020 at PixelTail Games. See you all next week!

Weekly Dev Log for March 23rd, 2020

Hello everyone, and welcome to the Weekly Dev Log for March 23rd, 2020, detailing all the changes that have happened since March 16th, 2020. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.

Update 0.8.9.0 & Hotfix 0.8.9.1

Last week, we released Update 0.8.9.0 which included an upgraded version of Tower Unite now running on Unreal Engine 4.20, and packed with bug fixes, optimizations, and the new Minigolf map, Island. In addition, we released Hotfix 0.8.9.1 which addressed some minor issues that cropped up.

You can read about what was in Update 0.8.9.0 here, and what was in Hotfix 0.8.9.1 here.

Arcade Progress

Now that the Engine Migration is release, we're working exclusively on the Arcade as fast as we can, so we can get Arcade - Phase 1 released to you all.

Johanna continued working on Art for the Arcade.

macdguy worked implementing gameplay improvements for "Avalanche" and "Whirl-a-Fish", as well as working on the backend support for the Tickets. He also started making some final touches on various Arcade machines, and creating Ticket prices for the various Arcade Prizes.

Wheezwer continued working on art for "The Day the Corn Stood Still" and "Quick Service", while also creating design art for the Arcade NPCs.

Will worked on music for the Arcade trailer.

[h3]Arcade: Avalanche Improvements[/h3]
[previewyoutube][/previewyoutube]

[h3]Arcade: Whirl-a-fish Improvements[/h3]
[previewyoutube][/previewyoutube]

[h3]Arcade: Newton's Apples Score Card[/h3]


[h3]Arcade: Quick Service Art[/h3]


Miscellany
JJosh started working on designs for Accelerate Karts.

ThisIsntNath, macdguy, and Will started working on the trailer for Arcade.

Sketchman worked on fixing issues with the Workshop Materials, fixing the Translucent Materials. He also fixed a crash relating to Workshop Models with garbage materials. He worked on stabilizing listen server connections, fixed several client and server crashes, and worked on the achievement icons for Minigolf: Island.

Wrap It Up

That about covers everything that happened since March 16th, 2020 at PixelTail Games. This log was a bit short as most of the time last week was spent releasing the update and hotfix. See you all next week!

Hot Fix 0.8.9.1

This update addresses several issues that were recently reported.

Changes
  • Updated map icon and loading background images for Waterhole
  • Adjusted water and sky brightness in Waterhole to be less dark
  • Added "playing" category to player list so you can easily find people who are playing games
  • Added quick voice mute button next to player names in scoreboards
  • Bowling: When getting a gutter ball, the roll turn ends much quicker now
  • Added an option to show inventory name titles below item icons


Bug Fixes
  • Crash fix: Fixed Turret milestone causing crashes
  • Crash fix: When viewing player workshop model information from scoreboard
  • Additional crash fixes
  • Virus: Fixed subway lighting being broken
  • Minigolf - Island: Fixed Island Completed achievement not registering
  • Fixed some issues with swimming
  • Fixed shamrock Glasses being offset in Minigolf
  • Fixed pets being visible in first person
  • Fixed "killed player" UI element in Chainsaw Battle not displaying the player who was killed
  • Fixed Minigolf - Island not having an "introduced in" label
  • Fixed some map select icons displaying blurry
  • Fixed workshop editor not loading your own uploads
  • Improved workshop items that use translucency
  • Fixed shift+1 and shift+2 not selecting hot bar items 1 and 2
  • Fixed Plaza scoreboard not sorting players by their name
  • Fixed The Stray not having animation
  • Fixed Typing Derby not giving units properly
  • Fixed condo permission for allowing edibles not working properly
  • Fixed condo permission for allowing laser pointer not working properly
  • Fixed condo permission for allowing potions not working properly
  • Fixed jetpack/wing items showing up in "Other" hotbar category
  • Fixed walking animations being too slow
  • Fixed workshop animation bug with speed shoes and crouching not ending properly
  • Fixed hot bar item inventory not displaying every item if you have a lot of items
  • Fixed Minigolf - Island: Hole 14 having a weird OOB collision issue
  • Fixed dolphin jumping out of water being really laggy
  • Fixed morph items (including dolphin) being wrongly scaled by potions, causing issues with their movement
  • Fixed an issue with slot machines being stuck
  • Fixed bowling customize NPC not having dialogue due to engine migration
  • Fixed kick/ban prompts in condo drawing under the player profile UI


Join our Discord for development updates and community fun! https://discord.gg/pixeltail
We love awesome people like you!

We're also active on Twitter! https://twitter.com/PixelTailGames

Follow our developments on our Trello in near real-time:
https://trello.com/b/6BwRMiPw/tower-unite-roadmap

Take a peek at what's being worked on every week in our weekly dev logs! There's bound to be something interesting every week! http://forums.pixeltailgames.com/c/devupdates/weekly-dev-logs

Please report bugs & submit suggestions on our forums. We're active everyday & here to help.
For bug reports: https://forums.pixeltailgames.com/c/bug-report/18
For suggestions: https://forums.pixeltailgames.com/c/suggestions/7

Island Engine Update (0.8.9.0)



New Minigolf Map: Island!


Minigolf: Waterhole Updated



Lots of Optimizations, Net Code Improvements, and Engine Update!

With this update, Tower Unite has upgraded from Unreal Engine 4.18 to 4.20. There were a bunch of optimizations, improvements, and fixes included in this update, which we can take advantage of for Tower Unite. The biggest improvements come from how Unreal Engine handles networking, enabling us to once again have 64 players in the Plaza with minimal lag, and making experiences in Game Worlds much better.

In addition, there were several graphical optimizations made, not only through the engine upgrade, but on our end as well, and during our public beta test, we received many reports from players of FPS increases.

This update just scratches the surface of the improvements from the Engine Upgrade. There’s many more new features and optimizations ready to be used in Unreal Engine to help make Tower Unite run even better, and throughout the next several updates, we hope to take advantage of them.

64 Player Plaza Servers!

Due to lots of optimizations done and improvements to net code, we now can have 64 players in Plaza servers! We'll be rolling out new servers with better hardware across the globe that support this new player count.



New Player Tags & Floating Chat

In this update, we've made several changes to the player tags. Player tags can now be seen at a larger distance so you can locate players easily in the Plaza. Your friends' player tags have their own unique color as well!

Chat messages now display above player's name tags, a much desired feature.

There's plenty of settings to adjust as well, such as changing what colors your friends will display and adjusting name tag display.





Changes
  • New Minigolf map: Island
  • Upgraded Unreal engine from 4.18 to 4.20, with lots of fixes!
  • Tons of optimizations, netcode improvements across the board. See optimizations list below.
  • Minigolf: Waterhole lighting and artwork improved
  • New player name tags for Plaza (easier to find players with these). You can toggle them off in the settings
  • New text chat & AFK symbols
  • Swimming movement was improved, players are no longer buoyant always (when submerged the buoyancy effects are removed)
  • Minigolf: Added a new UI during customization state (before the first hole starts) that shows which players are currently customizing and which are done customizing
  • Condo inventory improvements: Items can now be aligned onto objects in a more deterministic fashion. Before, the item previews would jitter and change orientation when dragging across differently oriented surfaces. Now, the item orientation is determined from the surface angle directly, so no more sporadic/slight differences in orientation when you drag an item across different surfaces
  • Camera item now properly hides HUD elements and player name tags completely when equipped. Also the flash only happens for other players, not the player who is taking the shot (which prevents the flash from getting in the screenshot)
  • Added achievements for Knightsend-by-sea
  • Added new items for Valentine's Day to Celebrations and appearance (these were delayed due to the engine update, sorry)
  • Added items for St. Patrick's Day to Celebrations and appearance (enjoy the discounts!)
  • UI: Gameplay settings were split up into tabs for easier discovery
  • UI: Updated hot bar look by adding icons for each category (also added vehicle tab)
  • Graphics settings now automatically apply (if there's pending changes) when the pause menu is closed (or by escape key)
  • UI: Added the ability to change color of use key prompts
  • UI: New text hat style (with option to revert to old text hat)
  • UI: Weapon reload circle is now displayed as a ring instead of a full circle (so it doesn't block vision as much)


Bug Fixes
  • Improved Minigolf, Ball Race, and Bowling physics
  • Condo: Fixed canvas surface crash
  • Condo: Fixed canvas surface colors not saving properly
  • Condo: Fixed canvas surface tiling not saving properly
  • Laser Tag: Fixed a bug where sometimes players could enter the Laser Tag arena even if they aren't playing Laser Tag
  • Fixed soft lock when pressing escape while having the chat open
  • Fixed an issue where chat would remain open when entering a piano (with high ping)
  • Fixed an issue where the flying dragon pet would roar while using a piano
  • Fixed various typos
  • Bowling: Adjusting spin no longer increases faster if you have a higher framerate
  • Bowling: Recoded Bowling player animation system to resolve issues with workshop models being respawned, player colors not being set properly, and player hats floating on the lanes or in the seats, and various other major bugs. Recode also fixes name tags and stutters when a player goes to roll
  • Bowling: Improved Bowling physics/netcode
  • Condo: Fixed door in Theater condo
  • Minigolf: Fixed Kingdom Mastered achievement being an incorrect par value
  • Minigolf: Reduced delays in network related events which improve delays when hitting the ball and pocketing the ball
  • Minigolf - Treasure Cove: Hole 11 curved section after the first cannon is now done with splines, which fixes major issues with the hole
  • Minigolf - Treasure Cove: Hole 2 rocks now have collision
  • Minigolf - Treasure Cove: Hole 8 cannon now has collision
  • Minigolf - Treasure Cove: Hole 13 HIO is more reliable
  • Minigolf: Fixed players who late join a game during customization not able to see customization menu or the overview camera
  • Virus: You can now see when other players are charging the Plasma Auto Rifle
  • Fixed key UI prompts visually colliding with chat. Now when chat is opened, all key prompts are hidden
  • Improved collision reliability on throwable weapons in Plaza


Optimizations
  • Many network optimizations - improved network stability across the board
  • Plaza: Optimized toy store pet/planes
  • Plaza: Optimized game screens
  • Plaza: Optimized seats
  • Plaza: Optimized ferris wheel
  • Plaza: Optimized expensive character ticks and player rotations
  • Plaza: Optimized flashlights
  • Plaza: Optimized theater media player
  • Plaza: Optimized animal life (dolphins, whales, birds, etc.)
  • Plaza: Optimized store NPCs
  • Plaza: Optimized exterior Plaza signage (bowling ball that rotates)
  • Plaza: Optimized event teleporters
  • Plaza: Optimized plaza fountains
  • Plaza: Optimized many particle effects
  • Plaza: Optimized moving meshes such as the fishing store wheel and boats
  • Plaza: Optimized firework particles
  • Plaza: Optimized slot machines
  • Plaza: Optimized various UI elements for Plaza
  • Plaza: Optimized weapons
  • Plaza: Optimized wearables
  • Optimized wearable display logic


Upcoming Updates


Join our Discord for development updates and community fun! https://discord.gg/pixeltail
We love awesome people like you!

We're also active on Twitter! https://twitter.com/PixelTailGames

Follow our developments on our Trello in near real-time:
https://trello.com/b/6BwRMiPw/tower-unite-roadmap

Take a peek at what's being worked on every week in our weekly dev logs! There's bound to be something interesting every week! http://forums.pixeltailgames.com/c/devupdates/weekly-dev-logs

Please report bugs & submit suggestions on our forums. We're active everyday & here to help.
For bug reports: https://forums.pixeltailgames.com/c/bug-report/18
For suggestions: https://forums.pixeltailgames.com/c/suggestions/7