Post news RSS Hatchet Monthly Update October 2016

A month of behind the scenes work. Here's what got done: -Identification of uncleaned actors on travel, invoking instability in the game. -Work to reduce the actor clutter over 80% by cleaning skills, abilities (augs), quest trackers, and so forth. -Slightly animation work for the segway speed that is the Shurikens first person. -Imported a new barrel model and did some hard deliberation on how to color it. Minor problem solving was needed, but not really much. Shout out to one EpicKarkian on it

Posted by on


A month of behind the scenes work. Here's what got done:

- Identification of uncleaned actors on travel, invoking instability in the game.
- Work to reduce the actor clutter over 80% by cleaning skills, abilities (augs), quest trackers, and so forth.
- Slightly animation work for the segway speed that is the Shurikens first person.
- Imported a new barrel model and did some hard deliberation on how to color it. Minor problem solving was needed, but not really much. Shout out to one EpicKarkian for its creation.
- Tested some new quest objective types that previously went unchecked.
-Added the ability to selectively spawn and relocate NPC's on travel. This is not yet fully fleshed out, but so far it works out quite well.
- Fixed up the test environment some and cracked a few key bugs that were left lingering with quests.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.