Devlog - February 27th 2022


Tech Demo Preparations

This week's focus was on getting as close as possible to a tech demo of the game. This involved the refactoring of the game’s loading system which I had created about 2 years ago. The new reworked system is much cleaner and significantly faster. I also had to touch several UI menus and implement menus such as a basic main menu and loading screens. Since I added a new system for the road network generation last week I also had to write new modules for the procedural placement of buildings along the new road system. Besides all that, I’ve done a significant amount of small improvements and bug fixes this week. I managed to get the tech demo ready within this week and plan to have it on itch.io very soon for internal testing. I may also be looking for some testers here so if you are interested in that please let me know. Be aware that the tech demo does NOT have much gameplay for a reason (ie: zombies are disabled and many other gameplay related features too). The main focus is to get the core of the world generation completed before adding back the gameplay features. This means I want to gather information on how performant (or not) the generation/spawning aspect is on various systems to add appropriate performance optimizations and options to ensure the game will be playable on medium and hopefully low end devices in the future.

Notable tasks this week:

  • Refactored scene loading system
  • Implemented procedural house placement for new road system
  • Further improved terrain alignment for buildings
  • Implemented basic main menu and loading screen

Wishlist on Steam

Join the Discord

That’s all I got this week. I hope you are all doing well.

Stay safe out there and I’ll see you next week.

Get Ozone Wipeout

Leave a comment

Log in with itch.io to leave a comment.