Welcome back to another week of development! This week I got fully back into the groove of development and put out a build with code fixes in it. It took a little while to get full acquainted with the code base again (it is close to 100k line), but once I was the fresh eyes made finding some long standing bugs pretty quick. Here are the fixes in this week:

* Uplink networks will now properly show allies and enemies. Before there were issues if a unit was inside a the Uplink Network, but not directly in range of a ComSys part.

* Fixed turning being tied to frame rate. I noticed this because my new computer has such better frame rate. Before, the faster your frame rate, the faster you could turn. This seems to have always been in the game, so it's weird it was never noticed before. Now, turn rate in frame rat independent. This required a re-balance of the turn rates. I tried to keep them the same, but it's hard to tell if it's exact. 

* I added additional checks for handling issues / crashes when you are spectating a player that dies. I feel it's 100% solid in single player, but there are still some race conditions in multiplayer that can cause it to mess up.

So, not only is there a new update today, but the T-Shirt contest is closed for submissions! Soon I will set up a voting thread and the winner will get a free shirt and thier design will go on sale in the MAV store!

As for continued development, this coming week I will be focused on upgrading to Unity 4.5 and getting started on a proper remake of No Man's Pass.

I am doing this now because there are features that are part of siege mode and the commander update that I want to test on a 'proper' map. The last new map was Giant Leap, and it's not up to size of what I had in mind for a proper siege game. It is likely Giant Leap will also see some optimizations and enlargement.

Also, I want to take advantage of the bug fixes in Unity 4.5 and use some of the new tools I have to revisit the shaders I have created. This should put me on the final path to getting 'final' art. I have already accepted that while the models in the game now are nice, it is likely they will all be replaced with higher quality assets. They currently lack a lot of the character that I feel the really old models have, even if they are higher quality models in general.

See you next week! 

Posted on July 23, 2014

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Welcome back for another State of the game! So, if you haven't been following me on Facebook or Twitter, you will not know that I ran into a small issue when building my new computer. In my hurried haste of ordering all the parts (hey, I was excited!) I ordered a 32 bit version of windows and not a 64 bit. I didn't notice this untill I had fully installed everything and on the last program, got invalid CPU errors, as I was naturally trying to install the 64 bit version. After some extensive searching, I was able to get a 64 bit ISO file directly from Microsoft and put it on a boot-able USB drive. With that all taken care of, I present my new workstation!


With a fully up and running computer I jumped right back into development. I started with a small update, as I needed to test all my tools and deployment processes on the new machine. With that said, I present version 0.5.20_4!

Interestingly, I started this update before moving, so I don't have the full change log available. It was a bug fix update, but I don't remember what I fixed while still in Germany. So the Changes this week:

* Updated the Reverse legs animations speed so they don't go into turbo mode when walking in circles. 

* Updated the Camera position on all leg types

* Updated camera lag on Biped legs to allow more camera motion

* Updated camera lag on Reverse legs to allow more camera motion

* Updated camera lag on Tank legs to allow more camera motion.

The primary changes were content side, as I didn't want to introduce new bugs with this update.

Here is an example of the new camera positions:


The camera has been something a lot of players had wanted different, so I think the new position strikes a nice balance of showing your M.A.V., allowing you to aim in 3rd person, and still being able to have good spatial awareness.

I know this is a small update, but I am back in the swing of things now and you can expect things to return to a normal development pace now. Thanks for your patience and I will see you next week! 

Posted on July 16, 2014

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As you know, I just recently moved across the world. I still don't have my belongings, they are still 3 weeks away, but what I did do was order a new development computer. Sadly, do to some shipping delays, I didn't get all the parts in until ~10 pm last night. So of course I stayed up late putting it all together!


I was up until 1 am and got it all assembled, but didn't get to install windows or power it up yet. You can also see from the picture I am lacking a desk and seating, which makes working a little hard. I will be picking up the desk and chair today (yay IKEA!) and will hopefully be up and looking at code tonight! 

By tomorrow I should be back into normal development and will hopefully have an update before the next state of the game post, even if it's just a minor one. 

Today was supposed to be the last day of the T-Shirt design entries, but since there have only been 2, I will extend it for another 2 weeks. 

That's it for this week!

[I did get an AMAZING surprise on my family by coming back all stealth like. It's not often you get a surprise as big as that!] 

Posted on July 9, 2014

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I wanted to start this state of the game off with an apology. I have not been attentive to the message board, the steam community, or facebook, as I normally am.  The reason I have been so with drawn is because I have been right smack in the middle of moving! And not just any move, a MASSIVE move. I moved my whole family from Berlin Germany, back to Texas!

This means a ton of changes, but overall, I think this move is going to be great for the development of M.A.V.. For starters, with this move I have also quit the professional game industry, leaving my role at Yager working on Dead Island 2, and instead taking a 'day job' in an unrelated field. This means I am free to openly promote and talk about M.A.V. at places like GDC, PAX, and even E3 :). Also, being located back in Texas means I can actually travel to these conferences and attend! Lastly, there is the benefit of being in a more central time zone, one that is more in line with the majority of the player base. 

So, also, with a big international move, that means I don't have my development computer. It's currently floating across the Atlantic ocean on a giant cargo ship.

Don't fear though, I was due for an upgrade and have a new, improved, computer on the way already! It will still take me most of the week to get the new computer setup, all the data transferred over and my development environment re-setup. Once I am back up and running, I will be working like crazy to get new updates flowing again.

Also, I want to say sorry for not giving you a heads up about this down time. I had a rare chance to be able to surprise my brother with my move, and since I hadn't seen him in 3 years I couldn't pass up the chance for a good brotherly surprise :).  

All in all, this has been a very exciting, stressful, tiring, amazing week, and I can't wait to get back to working on M.A.V.!

Posted on July 2, 2014

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Bombdog studios has a new logo! Thank you everyone that helped pick the new logo by voting in the logo contest.

This week I have been busy continuing work on the website. I had been making great progress on the redesign, but I hit a limitation in the framework I was using. The website is currently authored in a CMS called Concrete5. While this is a great CMS, it has some limitations in it which are deep enough that they cause a serious issue for what I am trying to do. The biggest limitation being how fast the site is and how much memory it uses.

Because of this, I am exploring the option if switching to Wordpress. Wordpress is highly optimized, but because of it's wide adoption rate it is highly prone to malware attacks. Security is VERY important factor for me, so I am doing as much due diligence as possible. 

Next week, normal development updates should resume. I am very sorry about the delay between the snapshot builds, but I really needed to focus entirely on the website for a few weeks so I could solve (or at least plan out) some of the bigger backend issues.

Also, don't forget about the t-shirt design contest on the message board. The winner gets a t-shirt of their choice!

Until next week! 

Posted on June 23, 2014

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