I hope all you guys that post on here so frequently have also taken the time to leave feedback in the Appstore!! The more sales, the more likely the game will continue to be supported!
I'm really hoping for internet wi-fi because I'm rarely with other people who have iPods. If Mountainsheep can't afford to pay for servers, which is understandable, maybe they could make something sort of player-host system like a lot of XBox games use? BT is a great idea too.
Minigore dev diary I thought I would talk a bit what we've been up to behind the scenes in recent times: In order to add the long list of playable characters we had to do some major internal changes in the way the game works and how the engine loads stuff. Steady sales of the game meant we didn't have to worry about looming deadlines or rush anything so it was the perfect timing. Our old naming conventions and mesh processing was aimed at handling one player avatar only. John Gore 3d model was called "Player" in the old assets, his damaged version was called "PlayerWounded". Then in Episode 2 we added the third health and the naming became even more cumbersome, "PlayerWoundedLightly" was the name of the last health stage. It doesn't even list correctly alphabetically. All the guns were part of John's mesh, it was a mess if you wanted to do anything more and we wanted to do so much more! I sat down with Kimmo and we had to figure out a system that wouldn't break even if we add 60 characters, 40 guns, 30 items. The new system is that and then some. We can change items on one hand while changing weapon on the other hand - regardless of the character. Here's a snippet of the new system: (listing Ep3 aka Christmas Episode characters only) ----- Each character is split into 5 layers, let's take EnviroBear for example: EnviroBear1st means the healthy version EnviroBear2nd means the slightly wounded version EnviroBear3rd means the badly wounded version It lists alphabetically on 3ds Max, which is awesome when you have to deal with lots of characters! EvilBear (it's in separate file) EnviroBearDead (it's in separate file) ---- Each layer has the animated parts of the character, which for EnviroBear2nd are: EnviroBear2nd_Bandage EnviroBear2nd_Pupils EnviroBear2nd_Eyes EnviroBear2nd_EarRight EnviroBear2nd_EarLeft EnviroBear2nd_Jaw EnviroBear2nd_Head EnviroBear2nd_Tail EnviroBear2nd_Body That's basically how the character assets are handled, it's a load of boring asset management work but had to be done Another thing we added a couple of week ago was 3 types of wormwolves, day/night cycle and weapon upgrading. It's a 10 level system: each upgrade affects how many bullets are fired at once, firing rate, bullet spread and ammo count. Safe to say level 10 is pretty badass! Cheers, Timo
wow you put even more effort into the game then i thought! and i thought you guys put A LOT! into it! great work you guys at MS
New update is looking amazing! if you haven't checked the blog lately do it now. minigore.blogspot.com This update adds so much!
Wow. I've been checking the blog and Twitter stream for updates religiously, and now I find this forum. It's like early Christmas. Thrilled to hear about the updates, Timo. I also found it really interesting to see how the game is actually built (your bit about 3DS Max naming conventions).
are the characters gonna have like different weaknesses and strengths or is it just going to be new skins over each character with a different looking gun that still fires the same?
How do you upgrade you weapons? Is the grenade launcher like the shotgun and you pick it up? Is the Santa a achievement unlockable? When you say upgrade the ammo upgrade, do you mean only for shotgun and grenade lancher? You say "A full roster of additional characters including Santa". How many and who other than santa? Enviro-bear?