Project Quantum Game Dev Diary — Mar. 3rd, 2022— Jason Tennent
Good day everyone, I hope you’ve all been and are well. Apologies for the delay of this dev diary entry, but without further adieu let’s get into it.
Design:
- Sprint Objectives
- POC Core Elements
- Investor/Publisher Deck Building
With our new Lead Producer, we have had innumerable meetings and discussions surrounding improving our processes workflow and we are moving from a state of ‘Proof of Progress’ to ‘Proof of Concept’ (POC). As a result, Magnus and I have spent a lot of time distilling down what our ‘C’ would require to be ‘P’ed, with massive flowcharts and documentation.
What has also taken up a large chunk of our time is designing and building Investor and Publisher decks. We’ve had some encouraging meetings so are updating and beautifying these documents with new artwork, succinct language and up-to-date figures.
Programming:
- Finalising MODEX system foundation
- Building MODEX UI structure
- Refactoring
The programming side has been hard at work continuing with the MODEX system. They have nearly finished the foundation of it — or at least a first prototype that we can build and learn from. I say this as it is not uncommon to go through the process of building the first iteration of a system and then scrap it to apply what you learned to make a much more optimised and cleaner system. Both functionally and interpretatively. Like when you make a recipe for the first time: the dish is a little messy, you used far too much salt and the paper you wrote the recipe on is burned at the edges and covered in sauce.
Alongside the actual system itself, the MODEX requires some UI. Now as we move to a methodology of POC rather than POP this will be a placeholder UI structure to accommodate the POC. It needs to be functional but at this stage does not need to be pretty.
Art:
- Spear State Animations
- Sniper Rifle Modelling
- Sniper Rifle Texturing
Our talented artists have been making up more excellent assets as usual. Our animator has been focussing on animations where the spear is present. That is to say, moving, standing/crouching, jumping, sliding, etc. You don’t need to create animations just for weapon functions, but for everything to do with it.
Our ‘hard surface modeller’, as you know if you’ve been following the previous dev diaries, has been modelling a sniper rifle style weapon. As of late they have finalised the mesh and have now moved on to texturing. There are some elements you can see here that are untextured, as it’s still a work in progress. But I personally really love the finer details that help reinforce our mod-shop theme such as the oxidation of the brass/copper material along the main body of the weapon.
A note I’d like to make just before ending: I’m sure you’re all aware of the situation unfolding in Ukraine. We unilaterally condemn what is happening. All of our programming and art team are either from/live in Ukraine or Russia, and it has been difficult to see friends going through this. We are offering aid where we can and I’m sure whatever moral and emotional weight we feel is infinitesimal compared to theirs.
It is impossible not to mention the crisis in Ukraine but I would like to ask the community to refrain from political discourse or debates in our channels. This is not the place for that, and as far as I’ve seen this is already the case so please continue in this fashion.
I’m sure you’ll join us in wishing our team members affected by the conflict to stay safe and strong in these most trying and difficult of times.
Thank you for reading,
Jason Tennent, Design Director
If you’d like to join our game’s community well before its release date, I’d like to welcome you to our Discord here