Here's another update regarding PUNT's development as of 10/24/15. The large announcement we mentioned previously is still a while off, but it will be made eventually.
Head Developer's twitter: Twitter - Tristan .H
Corrupted Studios twitter: Twitter - Corrupted Studios
Official Blog: Blog
Once again, progress over the past month has been much slower than we'd like. This has mainly been due to programming issues which will be explained later in the article.
To start off, the following model was recently finished by Miss Stabby for use in a new menu for PUNT:
As always, our composers have been hard at work on the OST and have each created multiple new pieces since the last article:
The pause cube focused puzzle we featured in our latest gameplay video has been given a multitude of visual improvements (as demonstrated in our most recent screenshot under images):
This article, there's not nearly as many screenshots as usual or as we'd like. Once again, this is due to the slowed progress over the past two months. However, this time it's due to difficulties in finding a new programmer to join the team.
We've recently been focused on porting PUNT to Source 2013 for various reasons, and it's fairly important to the future of PUNT. While all content has been successfully ported, the punt gun code isn't functional in 2013 yet, and finding a programmer experienced with custom weapon programming has been difficult. If you, or anyone you know may be interested in helping to patch the code, please feel free to contact us at either tristan.h816@gmail.com or corruptedstudiosemail@gmail.com
We plan on adding Lua support to PUNT to enable greater possibilities for eventual custom mapping, which tools will be released for. We hope to make this system similar to vscripts in Left 4 Dead and Portal 2.
Next update will (hopefully) consist of more screenshots and a video of more gameplay. The demo release is still a few months off at least, as the engine issues were an unexpected obstacle, but rest assured that it will definitely come out eventually.
Until next time,
-Tristan (BoxandRocks) of the Corrupted Studios development team
I just finished learning C++ from the new boston, but it's not like I can make a new engine right away lolol. If I get gooder maybe I'll help?
But anyways I have high expectations for this! Even if it's slow don't give yourself up :D I bet this will be awesome!!!!
Also, source 2? I mearn: November my friend!
We actually already have all the engine code (with the exception of a few tweaks here and there) and the code for non-puntable surfaces completed and functional. The only issue is the punt gun code.
As far as source 2 goes, I'd want to buy a vive and get to know the engine before actually developing for it, as it would be far out of my comfort zone at first. That, and converting mods won't be as easy as it seems haha.
But if you'd be interested in eventually helping out, please consider contacting us at either tristan.h816@gmail.com or corruptedstudiosemail@gmail.com Even if you can't help in the long run, maybe the reference material would help you learn more about programming for source. Either way, thanks for the support.
I've had nothing but trouble compiling source 2013. I can code, and figure out how to do neat things in source with my coding, but I still can't get 2013 to compile.
Have you just tried compiling a stock 2013 template? C++ isn't my strong suit, but that much worked for me.
where is a stock 2013 template?
nm, retried the steps from the Dev wiki. Seems everything is working with the new Visual Studio, and opting in for the 2013 SDK beta in Steams properties. I sent you a PM Tristan816250. I should be able to at least get your mods weapon ported.