Hello survivors and welcome to another edition of The Weekly Dead!
Where Were We?
I’ll bet you are wondering, what happened last week. Well, Geoff was stranded without internet due to a recent move, as were a few others. The one who stayed, Richard, was knee deep in code for loading, storing, spawning, and dropping. Given that everyone was moving, moved, or in the process of moving, we decided to skip last week’s update for the most part.
So this week Geoff got his internet back, tweaked with the damage of a few weapons, fixed a few bugs, and things of that nature. You didn’t hear it from me, but he may, or may not have also been working on a devlog.
Richard has been doing something insane. He’s been digging around in the code of Unreal Engine 4 so that it could be made to work with our level load order. The less fancy way of saying that is we’re doing some custom engine-level stuff to ensure our sub-levels (the levels holding loot and furniture inside a given block of buildings) always load after the building itself. Since UE4 doesn’t natively respect the order you load levels, sometimes you’ll load in the entire build worth of furniture and it will all fall to the ground, because, well, the building didn’t load in first.
Fun stuff! In addition to that, the guys have also been on bug fixing duty, trying to get everything cleaned up for the most reliable build of The Dead Linger ever released.
The least visual friendly work is often the most important.
As always, be sure to follow us on twitter @TheDeadLinger for more development news!
Linger on, Survivors!