If you just got here, then proper introductions are probably in order. That said, proper introductions can be found on our “About” page.
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For now, we’ll settle for brief introductions, gloss over the highlights, and then move on to the main event.
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In the early months of the prior year, an absurdly talented individual known only as *beep announced their plans for a project called SS3D. Their work was inspiring, ingenious, and magnificent, and whenever they spoke their plans, it was clear that they had spent many a commute and night mulling over their ideas until they were refined into brilliance. Almost effortlessly, they hammered into shape their dream of 3D spessmen, making bounds of progress week by week. The project was their passion, and they would see it to its end.
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One day, a few months into glorious, fruitful development of SS3D, *beep went quiet, never to be heard from again. With him we lost everything but that faraway dream, mere glimpses of a master plan, and a handful of assets.
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Months later, in the fall of the same year, this project was started, in its infantile form. Over the course of this winter, we’ve been working to get our legs beneath us and present ourselves to the world. Now it is spring, and here we are.
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NETWORKING
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Networking is set up now, thanks to Dyhr. Players are networked, physics is networked. A person is able to host a game and another person is able to join it. Both cause and means of celebration are presented here.
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WEBSITE
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Also on the list of things accomplished within this month: this very website. Stubenhocker and I (Sunberry) worked on putting it together, and it has turned out very well. Now released for your very own viewing pleasure.
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WEBLOGGER
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Also from Stubenhocker, we now have a neat remote logger for the server.
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INVENTORY INTERFACE
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The newest member of our team, HotDog, has been working on the Inventory UI this month.
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CONSTRUCTION AUTOMATION
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Milly has created a tool for automatically selecting the proper model/orientation for environmental pieces. This is used to ensure that things like adjacent walls or tables use the proper models so that they are connected, and that things like light fixtures are attached to walls.
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FOV
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Also from Milly this month: FoV. Please pardon the T-pose.
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BOXSTATION
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PlayerOne has been working on setting up the automatic import of maps from SS13, with some help from the prior mentioned construction tool. Though we’ve yet to produce the content needed to really fill out these areas with functional systems and whatnot, these familiar spaces remain comforting to see in a 3D environment. Here’s some of the faithful BoxStation in its transition to 3D:
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PlayerOne also did a ton of work over livestream fixing up our models, readying them up for animation and customization and UV unwrapping them.
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EYE CANDY
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Taking the lead for highest resolution texture on the station, Konstantin3001 has been brought back, and has brought with them brand new posters.
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Enclave “Main station jobs almost finished.”
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Fuu
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White Eagle
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Fuu and White Eagle both posted their janitor carts within minutes of one another, so now we have two janitor carts.
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Conclusion
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As this is a monthly devblog, you can expect another next month. Until then, you can follow our development and interact with us on Discord.
Despite being a slow month, continued evidence of our accomplishments continues to prove that we are not dead.
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April Recap
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SINGULARITY
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Ol’ Singulo is here, complete with containment fields, courtesy of PlayerOne. Experience the horror of a containing an erratic and malevolent force of destruction to power basic utilities.
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ATMOS
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After the mantle had been left sitting on the floor in a half-finished state months ago, Dyhr has picked up Atmos this month and is bringing it into a state of completion. While it hasn’t reached that completion yet, we’re still inclined to share our progress. Pictured here is nitrogen and oxygen.
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MODEL LIST
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As one of the first steps to properly creating a good system for intaking model community submissions, we now have a big list of what models have and haven’t been explicitly accepted into the project. Most of the credit for this one goes to White Eagle, who made the majority of this twenty-something page document of items. Only a fraction of the list is seen here.
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EYE CANDY
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From White Eagle, we have cameras. These cameras were going to be for something special, but you will have to wait for the next devblog post for that detail.
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From the combined efforts of Konstantin and Sunberry respectively, we have Ian flying into the sun.
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Also from Konstantin, our first horizontal poster. You can use it as a desktop background, if you feel so inclined.
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MUTINY
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We have also very recently changed our leadership in the project, complete with a total restructuring of internal management into a system of teams, with our most competent members at the lead of them.
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This is our monthly devblog, here to assure you that we have yet to die.
+Come visit us on Discord, if you’re into that.
Despite being another slow month, progress continues.
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May Recap
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INJURED ANIMATIONS
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Some injured animations from our new animator, Venom:
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Injured walk and injured idle, specifically. The idea of injured idle is still something generally novel and uncommon in most games, I feel, but it definitely has a place in SS3D, where noticing somebody’s obvious abdominal discomfort or limp can be vitally telling clues of some greater problem.
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MODEL PIPELINE
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Continuing off last month’s mention of making a system for intaking model community submissions, our model pipeline has improved. This document is intended to outline the contribution process altogether, and also act as sort of an information hub for model documents, with some links scattered thoroughly throughout it. I didn’t get around to finishing up the technical guide, planned to accompany this, as my laptop shattered, but that mostly only inhibits instruction regarding more complicated models.
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The objective of the model pipeline was to put a method of order and review to the way that models are adopted into the project. We’ve prior ended up with a jumbled mess of modelss that were not-quite-ready for deployment into the game standing alongside models that were, and it was something of a confusing, directionless mess. Models are now reviewed two times for two categories of inspection, not including the general “peer-review” that models contributions tend to be subjected to in the RE:SS3D Discord, and their storage reflects these states.
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EYE CANDY
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Brought to you (mostly) in stunning, 800x600px standard-definition, LightVelox has provided some rather bountiful contributions this month:
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-and some items from Blackout, not in glorious 800x600 resolution.
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NOTES
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As you’ve hopefully noticed so long as you still have at least one eye, most of the Eye Candy section should look generally cleaner and better, with the later portions being obvious exceptions. Sometimes the site resizes two side-by-side image of the same resolution into different resolutions, so it still might need a bit of work. Hopefully this more uniform presentation will become the new standard.
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If you’ve been patient, you might’ve been expecting something involving cameras this month. It was put aside for some other things. Apologies.
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This is our monthly devblog, standing as proof that we’re still here breathing and working, despite the borderline malevolent forces that would have it otherwise.
+Come visit us on Discord, if you’re into that.
A new face appears. An old face vanishes. Gears start to turn again.
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June Recap
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NEWER, TALLER, MORE MODULAR WALLS
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Now, these taller walls may or may not be the first step down a slippery slope that might land us in a place with vertical orientation, and they are overall possibly still very much subject to change, but they solve some problems with how certain especially larger entities will navigate the station. Their careful construction as a joint project between PlayerOne and our newly ordained Eiko has ensured their flexibility to function as proper building blocks of any station design.
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The flexibility is enough to produce some curiously revolting structures, were an individual motivated enough to make some:
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LIMBS
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Though the cartoony style of our spessman might be deceiving, RE:SS3D is still based off of SS13, and as such, spessmen will be expected to inevitably die in incredibly brutal ways. Chopped limbs and cauterized wounds have been designed and do well to fit that perfect balance between being cartoony and appropriately depicting the horribly injury they are intended to represent.
Alongside our preparations for the dismemberment of our spessmen, we now also have a skeleton (again, courtesy of Eiko.) For the skeleton enthusiasts out there, like myself, let me assure you that the male and female skeletons can be properly differentiated by an informed inspection of the hips. Structurally, they also fit perfectly inside the base human model, allowing for fun effects like the cartoony “electrocution X-ray.”
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CRITTERS
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Three new critters join the station. Blame Eiko. You’ll have to take my word for it when I say that they’re all adorably animated, though, because I’m not competent enough to display that properly right now.
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EYE CANDY
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Various other models from Eiko this month, beginning with a new update on door design to include panels, and ending with some various foodstuffs.
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Some splendid machinery and furniture brought to us by deBARBA.
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Capacitors, brought to us by Goao.
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NOTES
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This one came out a few days late, because I am the weak link of the devblogs, and some things may’ve not gotten the proper mention they deserve, including new hairstyles and new expressions for the playermodel.
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This is our monthly devblog, standing as proof that we’re still here breathing and working, even when only one of us is pulling all the weight. Come visit us on Discord, if you’re into that. Fun things happen on the Discord, sometimes.
Courtesy of the diligent Eiko, we now have a 3D modeler’s kit, making contributing models literally easier than ever! Contains a Blender 2.8 template file with materials and settings properly set up, so that people stop making models with backface culling disabled or sending stuff in with their normals facing the wrong way, *beep’s original SS3D Style Guide, a brand new model formatting guide, a simple character turnaround for designing clothes and equipables, and the original Items-18-2-22b to serve as a collection of example models.
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SHAPE KEY MAGIC
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Somewhere between the artistic and technical means of character representations is some beautiful use of a magical thing called shapekeys, which can change aspects of models as the shapekey variables are changed.
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Not groundbreaking, but a bit of insight on how character customization will work. Not pictured is how shapekeys are used for player body proportion sliders.
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EYE CANDY
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Eiko continues to provide significant model contributions despite his other efforts on the project, and I am still certain I don’t have all his contributions for the month.
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Enclave was inspired to make some of the cultist items this month, as well as some wizard staffs and other miscellaneous station items.
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From deBARBA, some birds and a blender, all animated, but not to imply those things should categorically mix.
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From Goao this month, a particular interest in instruments, and more.
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Finally, we have conveyer belts and the recycler from Milly, and reinforced tiles from Chanoc.
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NOTES
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Special thanks to Eiko this month, who did half my job for me while I tried not to writhe in pain.
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This is our monthly devblog, standing as proof that we’re still here, even if I’m not.
+Come visit us on Discord and get a special toolbox welcoming gift.
One step back, one and a half steps forward, but this time, faster.
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August Recap
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If you’ve been following the project since longer than this devblog has been around,(as of August, we are a year old, though, I hesitate to count our earliest efforts) you might know that we have once before had to scrap things before moving forward. On the coding side of things, we have something of a historically bad habit of starting off on the wrong foot in some fundamentally incorrect fashion. We continue to learn from our mistakes, however, and each time we do so, we barrel forward faster than before. That said, we did some scrapping early this month, so everything coding-wise here is new.
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Teaser
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It doesn’t feel right to put this one anywhere besides the top.
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New teaser video courtesy of Grimmie. Please share it with your programmer friends and tell them to come help us build the project. Technically an older piece from when this project was younger.
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Re-networking
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Specifically the cause for our this month’s scrapping, the networking solution that we were using before took an absurdly long amount of time to compile, which was awful for every obvious reason. We rebuilt using Mirror for our networking, and have since pretty much surpassed where we were before.
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Also, the “not-walking” animation in space is presently-unanimated floating.
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Lighting
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Lighting is kinda in a weird place for RE:SS3D due to it being intentionally unrealistic sometimes. There’s a bit of a balance between having light and dark work in ways that make sense without overwhelming the otherwise “flat pastel” visual design. Still WIP.
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FoV
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Once again from Milly, some brand new WIP FoV, displayed here, akin to the prior-designed FoV, but better.
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Player Inventory
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Also from Milly this month, WIP player inventory management:
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Piping design
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New piping designs from Eiko! Beneath tile, there is room for disposals and two layers of pipes, and above tile, room for three layers of pipes for atmos shenanigans. Junctions are used to switch pipes between layers.
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New Walls
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While continuing our frustrating tradition of overhauling walls, Eiko has also designed walls-in-progress, reinforced walls, reinforced windows, counters, and countertop windows/shutters.
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Site Improvements
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We now have a lovely Contribute page, specifically designed to help model centralize resources for model contributors! The resources there are quite neat to look at, even if you don’t have any specific modeling knowledge or background. We also updated the About page (finally)! We also updated the FAQ page (finally), too! Images load faster as thumbnails and can be clicked on for full-resolution! Site-specific writing courtesy of me (Sunberry), documents mostly courtesy of Eiko, and the site existing and improving to begin with as a whole is a continued effort courtesy of Stubenhocker.
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EYE CANDY
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In another step towards ensuring that the standard spessman can be properly disassembled, Eiko has now made it so that the ears can be removed.
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Console as a joint piece between Eiko and Goao.
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More various items from Goao:
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From Lightvelox, that one old mining satchel you might recall, a blowtorch, and the CMO hardsuit.
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From Kiwav, a collection of hardhats for any safety-oriented spessman.
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From deBARBA, small collection of birds, including that prior-seen cockatiel.
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From Bathball, nougat in wrapper. Before this model, I had never fully understood what a nougat was.
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A new poster from Konstantin, this time depicting the automated menace of the station, Beepsky.
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From Grimmie, some wallpaper shots from what the teaser video was once intended to include.
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Probably Not’s inspired art pieces:
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NOTES
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This month we’ve made things more accessible for programmers to contribute to the project. There have been significant improvements due to this, but there’s always room for more. If you are a programmer, please help.
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This is our monthly devblog, standing as evidence of our continued existence.
+Come visit us on Discord despite the fact that Discord is terrible.
Opening up has paid off, but the fruit still unripe.
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September Recap
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For our efforts of making it easier for programmers to contribute, we’ve gained a few lovely new faces. Work continues. Sometimes it almost feels like a struggle on the artistic side looking for models that haven’t been finished yet, but we still find ourselves wishing for more programmers.
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Chatlog
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Excellent WIP from Milly this month; work has begun on a feature-rich chatlog. For all your communications-based multitasking woes, this chatlog is to support multiple tabs, windows, and filters for said windows and tabs. The video puts it better, however.
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Moving and Shooting
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From LightVelox this month, early implementation of strafe-based movement and an aiming system. This will obviously end up being the base for the shooting system moving forward.
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Animations
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Though not included in the above work, Probably Not has finished up some new directional movement animations and then some.
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Lavaland Aesthetics
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Bridging the gap between everything else and Eye Candy, Milly has designed some lovely walls and ore walls for Lavaland, accompanied by matching ores and materials.The wall formations have different faces on each side, intended to be rotated randomly to easily mix up the environment to keep the lavaland tiles from looking too uniform.
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EYE CANDY
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From Goao, an excellent compilation of items, alongside the diorama for this month’s title art.
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From Kiwav, a shotgun, some riot armor, and fully rigged solar panels.
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From Eiko, delicious canisters and fire, two things that mix surprisingly well.
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From CosmicCoincidence, a colorful set of screwdrivers, some tanks, and some angry eggs.
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NOTES
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This is our monthly devblog, continuing to serve as legal evidence of our existence, despite the implications that might be inferred from such an action.
+Come visit us on Discord. Bring a programmer friend. Steal a friend’s programmer and drop them off. We would like your programmers, please.
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Spookmonth is here, y’all. Our skeletons are at the ready; are yours?
Apparently asking nicely and casually for help is all that it takes for a bunch of lovely programmers to suddenly pop their heads out of the woodworks and offer their time to help the project. November has brought us a lot of new faces, with a lot of welcome talent. Things are moving.
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Tiles
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Here’s an infographic courtesy of Eiko that describes how tiles are intended to work in RE:SS3D.
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Definitely Not Eric has sorted out the tile-based system and gotten tiles and tile changes networked, and prototyped tile serialization/deserialization. Autoconnect systems are working again, and are presently being used to autoconnect walls (even different types of walls) and individual layers of pipe, though autoconnecting pipe might probably change later on. Different types of floors and the states of said floors (see infographic) are networked.
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Alongside all this tilework comes a tilebased map editor for Unity, which will allow for maps to be quickly and reliably constructed through the future of the project.
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Ragdoll controller
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Courtesy of Singulo, ragdolls are now implemented and synced between players. There are forwards and backwards slips.
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Human Model Finalizations
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Throughout the history of the project, even in the times of *beep, the human model has been an items subject to frequent improvement and modification. As constant changes to something so fundamental and important tends to cause generally unwelcome ripples that disturb other systems using it, we are happy to say that this month, Eiko has accomplished the mission of transforming the human model into (hopefully) its final version.
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The process for this was one that involved a measure of ripples within itself. Starting with scrapping the hands and starting over from scratch, it became apparent that the character rig had to be adjusted for the slightly different handshape.
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At this point, recognizing that this would break the rig and stuff anyway, Eiko decided to go all-in and make a bunch of other adjustments to the rig and model. Geometry was added to polish aspects of the models that were in need of it, such as the hips, shoulders, knees, and elbows. Both the human model and the base jumpsuit model were entirely re-weighted. Finally, it was resized to the size of *beep’s original model before d32’s version (of which the current model is derived) was adopted, which stood a head taller and had always needed to be resized by a percentage to comfortably fit in the station environment.
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Also, we have a jawline slider, now.
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Z-Dreams
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Also from Eiko this month, more dabbling into the dreams of having RE:SS3D but in 3D. Actually integrating Z-levels into the game continues to remain a serious issue for mostly the purely mechanical issues involving the camera perspective and how information is displayed or isn’t displayed to the player. At the time of writing, these problems have no adequate solution that doesn’t involve changing the player perspective entirely.
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Nevertheless, we frequently find ourselves considering Z-levels into design, for if’n the day comes that those mechanical issues are provided solutions. This month, walls have been modified to be receptive to the possibility of z-layers.
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Shader Magic
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Amongst our new faces is one Erythro, who has proven themselves capable of some rather jarring shader witchcraftery. Product of this shader witchcraftery is some new fire WIP. Last month’s fire from Eiko, if you may remember, was good and fit the artstyle extremely well, but wasn’t quite appropriate for “object on fire” and “hallway engulfed in flames” types of fire. This month, Erythro appeared and provided a solution in the form of a procedural fire shader, made with vertex displacement and perlin noise for the flame effect, and fresnel and emissive to fake the volumetric aspect.
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Also courtesy of Erythro, some WIP singulo and some WIP bloodied item shaders:
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Ghosts WIP
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While we don’t have networked dead players to show you at the moment, we’ve got a ghost model from Eiko and concept stuff ranging from “adorably spooky” to “lovecraftian nightmare” from Honkette, which finds itself more than appropriate for the Spooktober setting.
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Starting with what we have right now before moving on to conceptual stuff, player ghosts have been sorted out in their most basic form. They will inherit features like hairstyle from the late crewmember. Like in SS13, ghost cosmetics will be optional.
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Now onto conceptual ghosts. On the left here, we have what has already been realized above. On the right, we plan to have such adorable pacman-esque ghosts for dead non-humanoid players. The two in the middle are intended for more sinister things of an antagonistic nature.
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Fitting of the theme of horror, description will be withheld.
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EYE CANDY
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From Goao, a Spooktober poster, a lovely render, new beakers, and some machines you might or might not recognize from medical.
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From Eiko this month: ambrosia, glass and mirrors, monkeystuff, seedpackets, packages, cold hard cash, the gate, the PAI, and a poster model which properly displays poster images.
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From CosmicCoincidence this month, new hydro and crops, dirt, potted plants modifications to Pacman, sportball, atmos items, science items, pens, and donuts.
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From Erythro, suit storage, shuttle engine, and some various items of varying degrees of danger.
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From Brukas and Connie, a collection of fruit and a protokinetic accelerator, respectively.
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From Probably Not, a spooky render encapsulating an emotion I struggle to communicate.
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AUDITORY ARTS
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For reasons completely beyond me, our humble music section has found itself quite busy over the past month. Courtesy of Eiko, here is this resulting product of musical dabbling:
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NOTES
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This is our monthly devblog, serving as an alleged anchor for showing our milestones of progress. Better late than never. Big thanks to CosmicCoincidence for peeling Sunberry off the ground and making this devblog happen. It feels nice to be lucid again.
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Come get toolboxed early on our Discord.
+Since literally just asking nicely for programmers worked so effectively last time, please send programmers.
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Remember folks, Spooktober might be over, but skeletons last forever.
Clench your eyes shut and be gently woken up.
+Close your eyes but be guided by the hand.
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November Recap
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Another month comes and goes. New faces continue to trickle in, greeted with open arms. As the winter slowly approaches, a cornerstone is carefully lowered into the foundation.
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Inventory
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Courtesy of Nonanon, basic inventory is finally implemented! Currently, the system allows for picking up, placing, storing, and equipping of items. Objects can be placed on tables, on the floor, or even other objects. Switching hands can presently be done in the “I’m playing SS13 with a mouse and no hotkeys” method or the familiar /tg/station “x to swap hands.”
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Disclaimer: SS3D is a top down game but the camera here is zoomed in to show more detail. Also the airlocks here are NOT our most up-to-date version so ignore the obvious mistakes in them (see the models section below for the current version). And finally gravity is not implemented for the player yet, so just pretend you don’t notice the player floating in this first clip.
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Moving items around in inventories can be done via clicking your desired location or by clicking and then dragging your item to the location you want to move it. Players currently have access to all body slots (balance things on your head or embed them in your torso), but clothing slots (belts, pockets, suits, ect.) are yet to be implemented. Items and item slots have rudimentary restrictions so that you can’t equip meson goggles to your feet, for example, and slots will highlight if they are compatible with the item being equipped.
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Players can open a container’s inventory from a certain distance away, and interact with it within that distance. The container’s inventory window is also moveable. To top it all off, all is fully networked and tested.
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Shader Witchcraft
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Erythro’s shader witchcraft continues to spit in the eyes of god and spark delight in the souls of spessmen, this month in the form of a beautiful hologram shader.
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Textures
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If you remember from our last blog post, we showcased a poster object using a custom poster texture which could easily be swapped out to create multiple poster variants. This month Eiko brought it back with bedsheets using custom textures as well as a template to ease the process for others to make their own blanket textures.
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Milly decided to also play around with custom textures by doing a UV unwrap on our slime mob and adding a gradient texture to give some curious depth to the globular creature.
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Player Model
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Last month when we said the playermodel had finally been finished, we were lying. This month, another issue was discovered: the player’s thumb and how it wraps around an object when an object is being held. Eiko has once again saved the day by painstakingly rebuilding the thumb.
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Following this recent progression in the area of held items, Probably Not has made some new and intimidating combat poses.
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Models
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From Bwoink this month, we have the biogenerator and the ripley mech.
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From Eiko, a crab and walking mushroom.
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This month CosmicCoincidence decided to refurbish some of the station decorations with newer variations including, airlocks, tables, and walls panels. Also provided, a new potted plant and the killer tomato!
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One of our new modelers, Divibee, has provided quite a collection this month including meson goggles, multitool, buttbot, the changeling’s armblade, glowshrooms, and a room full of weapons designed to make you feel apprehension.
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From Erythro, the portable air pump and chemical heater.
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From FEB, that one Soviet soda machine.
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From Fuu, body bags, raisins, ramen, and various frozen foodstuffs.
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From Goao, some borgs, bots, space carps, a frog, a goose, a golden wheel chair, and some new dispensers.
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Another new face, Liddius, has come along and joined us this month, contributing a jukebox, mulebot, chefbot, flamethrower, and ion rifle, as well as some pie cannons and pneumatic cannons fitted for various gas tanks.
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Finally, a pulse pistol from LightVelox.
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Notes
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This is our monthly devblog, for the purpose of legal evidence when we are inevitably sued for infringing on the idea of putting a station in space. CosmicCoincidence has pilfered Sunberry’s grave, put their body at a desk, and then puppeteered their stiff hands around until a devblog was made.
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Complementary (not optional) toolbox and floor pills can be found at our Discord. Bring a friend and use them as a negotiating tool.
The season of giving has brought more new faces interested in contributing both through art and code! Now with so many willing faces but little direction, we have been discussing for some time various logistical changes to increase documentation, organization, and direction, which should speed and ease the over-all work-flow. But hitting some roadblocks trying to get these changes rolling, has unfortunately prevented us from being as timely with them as we would like. That being said, changes are taking place and direction beginning to take hold.
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Animations
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Probably Not, who has been with us since beep’s SS3D days, continues to patiently craft character animations for us without loosing stride or getting discouraged when we are slow. This month he has provided 4 more unique animations (opening cig pack and removing a cig, placing cig in mouth, opening lighter, using lighter). These animations will be associated with indiviual actions, but will be smoothed together when the player queues several actions quickly.
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Textures
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Textures can be quite a lot of fun, and this martial arts scroll and several textures from Sanuki are no exception. Applying one of the custom texture files adds elegance and character to this simple scroll.
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Animated textures can be just as fun. Here is a positronic brain from CosmicCoincidence with an electrifying video texture!
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Models
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To get some of us in the holiday mood, CosmicCoincidence has contributed several festive models, including some Christmas trees, lights, presents, stockings, candycanes, as well as a fireplace.
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Goao decided to join the festive fun by submitting a suspiciously robust looking snowman.
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Contributing to both the holiday mood as well as our characters, Divibee has made some festive headwear and an IPC.
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Kiwav again does some fine work for us, by contributing an UZI sub-machine gun with foldable stock and detachable suppressor and magazine, as well as a katana, and some reall cool modular transit tubes!
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UnevenPrankster is back with some syndicate gear including, a mini-bomb, reinforced bola, X4 explosive, power sink, and telecrystal. Also from them this month, a cute spiderling and some tape.
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From Liddius this month, a power-hammer and power-pickaxe.
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New this month is GPTeles, who has submitted an ore machine, holo-projector, as well as several surgery-related items including updated blood bags, iv stand, bone gel, cautery tool, and surgical drapes.
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On the note of new modelers, Sanuki not only contributed the martial arts scroll above but also some tofu, a cultivator, a spade, and the x-ray gun.
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Another new modeler, Nicola has provided a welding helmet, SMES, tesla coil, thermal electric generator, and some modular heat exchange pipes.
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Also some manual valves from both Nicola (left) and Cyke (right).
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Also from Cyke this month, a petri dish and a vent cover.
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We now also have cabbages thanks to Bug.
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Graphics
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Another really neat contribution, which has been in works for some time, are these job and stamp graphics from Konstantin3001. Some of the jobs are used from the artist Luis Prado on thenounproject.com, but many are unique recrafts by Konstantin3001
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Artwork
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This month, Bug has spent as much time making art as he has models. Here is an awesome looping animation from him, as well as a few wallpapers!
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And finally a warm and festive vertical wallpaper from CosmicCoincidence.
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Conclusion
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This month has been a little slow as a result of both the logistical changes taking place as well as the holidays. Although the changes have put a temporary hold on programming tasks, the holidays are now over and said changes should be wrapped up soon and programming resumed.
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As always, come check out the discord for more wip content, and community discussions. Hope you all enjoyed your holidays and see you next month!
A new month, a new year, a new decade, a new hope.
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January Recap
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This month has been a leap in productivity for SS3D, and for multiple reasons (more information at the bottom). One of those reasons, not unlike other months, is the new contributors both big and small. Some manage to find the time to really put their passion to work here at SS3D, while others help out where they can, when they can. But, We’re just happy to no longer have to beg for programmers to come join and help us, but rather now, thank all our amazing programmers for their contributions, reviews, web-maintenance, issue reports, and fixes. Though if your’e a programmer, there is plenty of room for you here still.
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One of our new contributors this month is Em3rgency, and he has really shown both work ethic and passion for our project, as well as trust and great development skills. As a result, within the same month he has joined as a contributor, he has also worked his way up to being a board member. I’m not sure if this has anything to do with his 6 years of software development experience and even more years prototyping things in Unity, or not. Maybe it’s just coincidental… and let’s not even mention his contributions to *cough Unity Station.
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Tilemaps
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Back again with progress on core systems, Nonanon has updated the tilemap system to auto-connect prefabs (like walls or tables) both in-game and in the editor in Unity. It works by correctly choosing the appropriate prefab variant and applying rotation. With accurate modeling, this system can be attributed to other connectables like pipes, multi-tile floor patterns, etc.
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He also made improvements to the tile editor to allow for saving and editing innumerous tile configurations. Currently, a tile configuration supports a ‘turf’ (floors, windows, walls, etc.) and a ‘fixture’ (wall lights, airlocks, tables, etc.). Both the turf and the fixture are placed when placing a tile configuration. Placing tiles in the editor is smoother now too, with the added ability to be able to click and drag them to place multiple quickly. There is still some work to be done and bugs to flush out, but the system looks very promising.
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Interaction
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Dyhr this month has begun experimenting more with the interactions system, by contributing a WIP event-based interaction system. The system includes both single event (like picking up or dropping an item) and continuous interactions (like drawing with a crayon or shooting an automatic weapon). Although, currently not everything has been tied to this new system yet, most notably the health/damage system mentioned lower down.
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Chat
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If you remember our September devblog, you may also remember the WIP chat system made by Milly, which sadly got left behind and never merged. That is, until the beginning of January where Em3rgency picked it up, dusted it off, and slapped networking on it as well as a few quality of life things. It’s still incomplete as there are no channel permissions yet, but it’s a good start.
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Health/Damage
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Em3rgency, unhappy to see stale merge requests for WIP systems, wanted to resurrect another, this one being for rudimentary player health and damage. After looking through it and deciding it should probably be redone from scratch, he went ahead and did just that!
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Limbs now track their damage as well as track status effects like crippled, bruised, bleeding, etc. They will even detach given enough damage. Unfortunately, this cannot be tested currently as a result of the interaction system which merged shortly after this (mentioned above).
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Central Communications (CentCom) Server
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Happy with a place to put his talents to work, and with large goals in mind, Em3rgency added a new Centcom repository to our organization. This acts as a central server for managing user registration, authentication, and character storage, similar to what Byond is to SS13.
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Currently, although passwords are encrypted, you can simply use a fake email and it will remember it, but in the future, this will likely change to using actual usernames. At the moment, all clients connect to the same Centcom server but since the server is open-source like the game, each game server could, in theory, have it’s own Centcom server. But that’s something to build on in the future.
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With some help from Milly on making the UI, you can also create and save multiple characters in the character creator. Unfortunately, the only customization you can currently do to the character is changing the name, so better get creative!
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For now, you can host your own game server, join it, create and save characters, and then use your characters to run around in someone else’s game server! Which is absolutely amazing!
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If you don’t want to download Unity and build the most recent development changes yourself, you can instead download our latest build (v0.3.0) here, which has been updated recently. And we also hope to update it frequently by integrating automated builds in the future for each minor release.
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Drawing
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After developing a few of the core systems, Em3rgency wanted to take a break by implementing something fun to do in-game. So, with a little help from our artists, he made a simple drawing system and a fuel system. The drawing system currently only uses crayons, but this system can be expanded for use with other things, such as spray paint.
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The fuel system simply acts as the amount of what we’re calling “fuel”, but the system can be made to work with other objects such as crayons that will deplete over time, or even objects that store ammo, charge, propellent, etc. You can see how much remaining fuel your crayon has in the small progress bar in the hand its held in.
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The system is fun to play with and in his own words, “drawing lets you, quite literally, leave a mark on the world”. Currently, only some major surfaces can be drawn on, like floors, walls, tables, and lockers, but we plan to significantly add to that list.
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Textures
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Konstantin3001 is back as always, this time with some cool Nanotrasen posters and a colorful skybox which we are considering using for the holodeck!
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Nicola also made some posters this month, here are his pod and space posters.
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Models
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Again new modelers this month, one of which is ComradeCheekiBreeki, who has already contributed a set of bibles, a latte, and a few sauces (hot sauce, cold sauce, universal enzyme, and soy sauce).
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Nicola put a lot of focus on atmospheric parts and engineering machines this month, with some pumps, filters, and mixers, etc, that we were missing, as well as gravity generator and a shield generator.
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He also made a mini fire extinguisher, some warning signs, and a small leather bag.
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Sanuki is back this month as well, with this really cool decloner gun.
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A cute little portable scrubber from Goao.
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GPTeles is also back, with some creatively unique vending machines, completing our vending machines list!
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A nice handheld holoprojector from Hummus.
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And a little less interesting than some others, but CosmicCoincidence added a couple missing pieces to the wall and window sets, as well as a missing table piece which was crucial to have fully working connections in the new tilemap system.
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Someone who is not new to the community but is contributing for the first time, SwankCookie has also made some crayons and a custom law mod for us.
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Artwork
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Again this month, Bug has made another interesting animation to spark your curiosity!
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And from CosmicCoincidence a couple of new logos using our iconic toolbox icon!
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Notes
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You may recall us mentioning some in-progress management changes in our last devlog, these changes were decided upon in late 2019 by what is now the “Centcom” team. The primary reason for these changes being our technical stagnation, as well as other roadblocks in progress as a result of leaders going absent, which has been a recurring theme for us. The new leadership, the Centcom team, now has more responsibilities and functions more like a ‘leading team’ as opposed to individual ‘team leaders’.
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Over the last month, the team has put a lot of effort into updating links and guides, populating task boards, writing documents, and restructuring our discord, amongst other things. All of which is to help streamline the contribution process both for the average contributor as well as the managing staff. Admittedly there are still a few new guides to make and assets to organize, but the important stuff is mostly caught up and the rest hasn’t been forgotten.
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Also, in the past, we have showcased work in these blogs that was never submitted in one form or another. This has resulted in us not actually having some ‘progress’ despite us having previously displaying it in a blog post. From here on, we intend to only show progress that has been submitted and accepted to the project in our blog posts. More wip content can be found on our reddit and discord.
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For more information on these recent changes, our progress, or how to contribute, come say hello in our Discord!
This month, we’ve continued chugging along making progress in core features, which is really exciting (more info below)! Seeing progress on core features is also a good opportunity for programmers or Unity enthusiasts to get their feet wet in RE:SS3D.
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With progress on features, comes the process of resolving any issues that arise from it over time. Obviously, as many issues as possible will be flushed out initially but often times many bugs get overlooked. This comes the need for people to playtest the game, report bugs, and help fix bugs. If you want to help, there’s currently several ‘good first issues’, tasks, bugs that need confirming and reporting on our issues page.
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Rounds
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Em3rgency, after being an absolute workhorse last month, has slowed down a bit this month but still decided to invest the time to implement basic rounds for the game. The round time starts right after the server is launched and you can see a timer in the top right corner. Currently, the rounds are limited to just 5 minutes before the server resets, due to there not being much to do right now anyway. If you can’t wait the 5 minutes, there is also a manual server reset button, but is only visible to the hosting player.
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Lights/Shadows
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New this month, Lazerballs has decided to address blob shadows and deferred lighting. After adding a hint of ambient occlusion on top and it really changes the atmosphere of the station. If you don’t remember what it looked like before, just look at the video above.
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Interaction
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If you remember last month, we had just introduced a new, basic interaction system but was still lacking our combat system. Well this month, Nonanon replaced it with another, new, less-basic interaction system. It should be more user-friendly when adding new interactions and also introduces the beginnings of the context menu.
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Currently, the primary things that are implemented in the new interaction system are, picking up/dropping items, using storage containers, and constructing/deconstructing walls (crowbar) and tables (wrench). Unfortunately, the new system doesn’t include our drawing system like the old one yet, nor does it reintroduce our basic combat system yet.
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Models
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Also form Lazerballs this month, some very nice botany plants, specifically bananas (banana, mimana, and bluespace banana) and wheat (wheat and meat wheat).
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New this month, Marbles contributed this great t-ray scanner.
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Back this month, Eiko has contributed a gas giant planet, wood floors, mulebot, peacekeeper borg, newscaster and newspaper!
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This month Hummus has concentrated on traitor items, by providing a stun prod, breaching charge, teleport gun, holoprojector, mini-bible, dart gun with darts, and a pickpocket gun.
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ComradeCheeki provided some captain’s medals and storage box, as well as some various medical things (chemical dropper, bottle, and med patches) and security things (baton and telescopic shield).
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Some more plants this month from Bug including melons (watermelon and holy-melon) and cannabis (weed, omega weed, life weed, death weed, and rainbow weed) with help from CosmicCoincidence.
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A fancy server and laser cannon from Kiwav this month.
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Textures
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Sanuki made a really cool rock floor this month a baked out a texture for us to use on our floor tiles, along with a normal map to give the flat surface 3D shading.
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Graphics
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Konstantin3001 continuing to provide 2D artwork. This month, some paper and book cover textures, and a bunch of various separated graphics of which only a few are displayed here. Several of the organs are used from the artist Jakob Vogel on thenounproject.com.
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Artwork
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Bug simply won’t stop making really cool animations, regardless of how many times we tell him to.
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Website
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Something that gets less attention, but deserves some every now and again is our website. Over the last couple of months, it has received formatting and documentation updates from both Nonanon and CosmicCoincidence. A few other updates this month, include a new header using the logo he made last month, a new 404 page, art page, and updates to all of our primary pages. The most notable one being our home page, which now includes a big link for downloads, and provides an appropriate home for our (unofficial) trailer.
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Notes
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As mentioned above, we have continued working hard on updating documentation, not just on our website, but also on our other sites, to help make the contribution process easier for everyone.
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Well, that wraps up another month here at RE:SS3D, if you are curious about more content from us, or want to contribute to the project yourself, come visit our discord!
I hope all you spessman are staying healthy out there, I know I’m trying to. Despite what’s all going on in the real world right now we have still made some headway this month, although not as much as we would have liked.
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We invested a lot of time into sorting our boards, assets, art, documents, and GitHub project folders, and getting them all parallel with each other, to share the same overall structure. This structure is likely not perfect, as it may still see tweaks as we cross issues we haven’t consider further down the line.
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For those of you contributing via Unity, you will be happy to hear that we have updated the project’s Unity version (from 2019.2.0 to 2019.3.7).
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Doors
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We can finally say we have working doors. At the beginning of the month, Nonanon fixed up an old PR from the previous month by Doobly for it and now we have the basic functionality.
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Tables
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CosmicCoincidence decided to tackle an old issue with our table connections, which was thought to only be an issue with the mesh of the 3D model, ended up discovering some minor errors in the connections script itself as well. After fixing them, tables truly have infinitely smooth connections now!
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Graphics
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One of our longest and most consistent contributors is still keeping up great work, this time with a cool animated nuclear warning symbol!
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Models
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New this month, Halloween came up with this nice little camera film for us.
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Bug is back with his cabbages, and also the replica pod plant and replica pod man.
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Cosmic submitting some older models he made, these being a fresh take on the airlocks. Including both single and double versions of the glass and non-glass styled airlocks with variants for all the standard departments.
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Another returning modeler this month, ComradeCheeki, provided some really nice models many of you will recognize, including donk pockets, shotgun shells, briefcases, folders, and a wooden buckler.
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New this month, Basecode has been an absolute workhorse making so many models within such a short time that Cosmic decided it was necessary to implement a slideshow into the website so the blog wouldn’t be outrageously long!
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Besides doing all the models you see below, he also invested a lot of time cleaning and fixing some old models, most notably walls, windows, and some animals.
“They’ve outlawed the No. 1 vegetable on the planet.”
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– Timothy Leary
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April Recap
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We hope you all had a happy month of 4/20! Not a lot of progress this month due most of us being too high to leave our homes regardless of the quarantines. Just kidding, some of us have just been busier recently, but we’re still here! We gotta thank all the new contributors who continue to show up each month, providing momentum for the project. Though there weren’t any major changes this month, there were several smaller fixes made by two new individuals.
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Fixes
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TheLife implemented a basic interaction distance for construction, to prevent the player from building at an infinite distance. The new build distance is 1.5 meters/tiles. He also fixed some bugs allowing the player to construct various objects over other objects.
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PhantomFears repaired an issue in our scene where most of our tiles were offset by the slightest amount (0.01), and while he was at it, fixed our broken round timer.
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Textures
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This month, Eiko decided to make some more console screen animations. The far left one (crew monitor) was his first one which was made many moons ago. The next 4 (supply, slime management, cloning, and security records) are his new ones this month. The final console (cmd) was made by Goao along with the touchpad displays on each of the consoles.
Basecode is back, providing a deep-fryer, request console, illuminated floors, shuttle floors & windows, and a redesign of our old shuttle engine and compressor. Besides making these new models, he also helped a lot this month cleaning & fixing older models to get them up-to-date, including a bit of organizing.
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Goao also made the robotic corgi, I.A.N.
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Bug made this gnarly gas mask.
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Art
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I imagine that many of you can relate to Bug’s artwork this month!
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Notes
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If you haven’t already, come join our Discord to get a greater insight on our development!
“The greatest tyrannies are always perpetrated in the name of the noblest causes.”
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– Thomas Paine
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May Recap
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In May, the same as every month, we received more new contributors, but this month it seems to have been more programmers than artists which is a change for us. These new programmers are highly responsible for a large increase of momentum in the development of the game. As a result, the game looks totally different now than it did just one month ago!
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This month, we also made a new YouTube account where we have begun uploading animations and gameplay/teaser videos. Are you curious what RE:SS3D would look like from another perspective? Then check out the first-person & isometric camera teaser tests on our YouTube channel (note: we will not be implementing either of those camera perspectives ourselves, we will be going for a more traditional top-down-ish perspective).
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Also, we have gotten many questions regarding when our next public release will be… and that answer to that is… RIGHT NOW! You can DOWNLOAD our latest release (v0.3.5 built on June 1st) here!. Last month we intended to begin releasing a monthly build that would coincide with our monthly devblogs, but we had issues with our automated build and never got last month’s release made. Although we still have not resolved the issues with the automated build, we will begin to put out monthly releases with our devblogs even if we have to do so manually (which is what we did this month).
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Added Content
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Early in the month, what began with CosmicCoincidence updating the models in the game (tools, tables, walls/windows, floors, & doors), turned into him adding more models, such as more tools, foods, generic items, furniture, machines, weapons, and more, throughout the month. These new objects came with the addition of a much-needed scene expansion which has most of these newly added models on display.
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This was made possible by a huge effort by Basecode, who spent a lot of time again this month helping to go through older model submissions to clean/fix them or marking to be cleaned/fixed. This undertaking not only fixed up many old models but also sped up the process of getting them sorted into our main models folder and one step closer to moving them into the game itself.
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Basecode also rendered out textures and normal maps for all our standard floor types which we promptly got added into the game. If you are unfamiliar with normal maps, it is essentially a secondary texture used to give 3D shading to the primary texture. Here are 2 examples of these new floor textures now in the game (left is without normal maps, right is with normal maps): dark grey floors & reinforced floors.
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Lighting Overhaul
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One of our new contributors this month and the one who has had the greatest impact on the new look of the game is Seteron. He isn’t actually new to the community this month but has finally officially contributed this month. As many of you who voted in our community polls on discord know, he has spent many moons since early March massively overhauling the project’s lighting.
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After adding a new wrapped BRDF lighting model, added drop shadows, changed out our glass shader, added sceen-space raytracing, and made tweaks to light values, material settings, tone mapping/color grading, and post-processing, he decided he could finally call it good. Before (last month) and after (Seteron’s rework)
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Item Hold Positions and Rotations
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Another new contributor this month, Alainx277 was also a big part in making our game look more like a game and less like a demo. He added in attachment points which can be adjusted to an items prefab and act as the character’s holding position on that item. As a result, it is now much easier to adjust items to be held properly.
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Once the hold positions were taken care of, Alainx277 also made sure that items would place properly and at the same orientation as when they were picked up. Although many items still need to be worked on, like weapons, which currently place standing upright. For those that do place correctly, they also rotate so the item faces the character when placed down.
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Currently dropping an item will give it the same orientation as when placing it, but that may change in the future to the item dropping with the same orientation it had when it was being held, which will look more natural.
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Interaction System Rework
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Alainx277 also did some overhauling this month, though his focus was the interaction system. After adding in delayed interactions (interactions that are delayed on a timer, like construction) with progress bars, he reworked the system itself to fix several bugs including item components being disabled after dropping said item, interactions continuing after the player moves away or drops the item, and several more. This reworked system should make it easier for adding future interactions as well.
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After reworking the system, he added in-hand interactions so you can press ‘Z’ or now click on the item in-hand to activate/use it. This required the addition of interaction priorities, so a crowbar, for example, knows to construct a table as a priority instead of being placed on the floor.
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Icons
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Now that we have more items in-game, Goao figured it was time they needed unique icons. So, he set up an icon renderer which is exactly what it sounds like, renders item icons from their 3D models. There is room for improvement with this and on some items the icon renderer has issues with some complex item prefabs like energy swords and welders.
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With the interaction system rework and the addition of some new interactions (see the Interactions & Vendors section below), we noticed we were lacking some icons for a few of these interactions. Konstantin3001 has already made most of them, but when we notified him that we were missing a few, he promptly made some new ones for us.
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Radial Context Menu
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Coded by Onebi and implemented by Goao, we now have a spiffy radial context menu, which looks and operates much nicer than our old context menu. The new menu uses the new interaction icons (some need to be added still) and should be quicker to operate when in a hurry.
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Character Movement
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Several things came together this month to really improve the overall movement of the character. As many of you know, ProbablyNot has put a lot of effort into making player animations for all sorts of movements, but before the only animation that was implemented and working was running. We didn’t even have the walk animation working as the character’s ‘walk’ was actually a run with reduced movement speed.
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Old character movement
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Light Velox wasn’t happy about this and decided to fix the walk animation, then update and smooth out both the walk and run animations.
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With the walking fixed, Goao started working on the character as well. He smoothed out the character’s rotation, added inverse kinematics to the upper body and head, and added head movement so the character’s head looks at the user’s mouse if it’s within the sight radius of the character.
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New character movement
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Sounds
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Something else that must have been bugging LightVelox was our lack of sound effects because he added in several sounds (and their associated interactions) this month. He added sounds to the bike horn, service bell, microwave, and 3 classic tunes for the boombox, so now the airlocks are no longer alone in making noise. Additionally, effects for the energy sword were added in by Goao.
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Turn your audio on
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Interactions & Vendors
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Alainx277 seems to have had plans while reworking the interaction system, because once that was through, he began implementing the basics for future systems like crafting, vendors, and substance dispensers. Though, they are very much basic still.
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You can grab a cup from the water cooler and fill it up with water (the only substance we currently have) which is measured in milliliters and you can see the liquid level rise in the cup.
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You could roll the dough flat with the rolling pin and cut it into strips with the knife but that seems to have been broken right before we made our release (but has already since been fixed in the project). So in the release, the only possible crafting is the 1 recipe we have for the microwave currently, the tortilla. To make a tortilla, simply microwave a flat dough and wait until you hear the chime.
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To start, only 2 of the vending machines are operational (the soda and tool vendors), which currently dispense a random item from a list and have a set number of items they can dispense. Their functionality will likely expand once we begin getting proper interfaces for them.
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Fixes
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CosmicCoincidence updated the wall connections so all possible directions connect properly now, and wall to reinforced wall connections look smooth now.
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Seteron updated the advanced window connections script to also properly connect the unique pieces in the windows set. He also fixed some more issues with the main camera, adjusted our material settings (specifically with our computer screen emission), extended our round timer, and more.
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Nonanon fixed a networking error with our airlocks and gave them new animations.
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Goao fixed several bugs with the UIs, art assets, prefabs, and animations.
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LightVelox fixed the player camera, shrank the UIs, made the flashlight toggleable, and fixed multiple selection-based issues with the radial menu.
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Alainx277 fixed the secondary hand not working for non-hosts, hid the server restart button from non-hosts, added an animation for locker doors, and chunked the tile info to fix a tilemap networking failure.
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BroodjeKipcorn who is new this month, fixed multiple bugs related to inventories, including items floating in the air after placing them in an inventory, item icons glitching out and doubling up, and some items being deleted after trying to remove them from an inventory.
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Models
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Back to modeling, LightVelox noticed a severe lack of basic foods and ingredients and pumped out a large collection of general foods.
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Eiko also worked on food, making some potatoes, potato-based meals, and potato plants for botany.
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Some more locker variants from CosmicCoincidence.
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Hummus is back again, now with the seed processor.
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Nicola is also back this month, again with more engineering equipment, this time with emitter reflectors.
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A new modeler this month, Trerri, submitted a gas igniter, gas sensor, a newly styled multitool, and an advanced looking singularity seed.
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After doing a ton of model cleaning and sorting, Basecode still managed to find time to make a few new models himself. This month he made a new SMES, a fun claw machine, and a creepy changeling critter.
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Textures
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Konstantin3001 made this cozy beach skybox for the holodeck.
Which speaking of, was made by ProbablyNot and makes a great wallpaper.
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Notes
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Still not part of our community? Well, better late than never to come hop in our community Discord to share your opinions, see WIP content/systems, or vote on polls that influence the design of the game!
The Gods bestoweth upon thee a tool of great power, it is your duty to decide whether you shall use it to build civilizations or destroy them.
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June Recap
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This month seems to have flown by for us at SS3D as we finish paving our foundation and begin building a structure on top. We are excited to show this month’s features so I’m skipping the long summary and let’s get straight to it…
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FOV
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Early in the month Milly added a volumetric shader-based FOV system. Which has customizable variables for color, transparency, radius, & POV which can be useful for different effects like optical meson goggles, x-ray, blindness, etc. After receiving some view obstacles, fixes, and other tweaks from Seteron, it’s looking really great!
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Recipes
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Last month we implemented the microwave and a single simple recipe (microwave a flat dough to make a tortilla) for proof of concept which had some issues. Alainx277 fixed the issues so you can make tortillas again. Also, if you have an incorrect recipe the contents will turn to ash.
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This month he has added another proof of concept recipe, but this one being with reagents. You can now dispense various booze types from the booze dispenser in the kitchen and when mixing 3 parts Vodka with 2 parts Kahlua it will make a Black Russian mixed drink.
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Atmospherics
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Something that we are all excited to see, is that BroodjeKipcorn has revived, refreshed, & implemented our old atmos code! The system uses the Ideal Gas Law (PV=nRT), taking moles, pressure, volume, & temperature into account. Differences in pressure or temperature will equalize over time, different gas types mix together, gas types of different specific heat values, significant changes in pressure will move items across the room (basically wind). Currently, we have 4 gases implemented (Oxygen, Nitrogen, Carbon Dioxide, & Plasma) as proof of concept but they do not yet have unique properties/colors.
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(In the videos below the transparent grey cubes represent the gas on that tile, the taller the greater the pressure on that tile. When there is a change in the atmosphere the tiles turn white to show they are updating but will turn back to transparent grey once they are done equalizing.)
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After basic area atmospherics were in BroodjeKipcorn decided to work on the basics for atmos pipes and their machinery as well. Currently implemented pipe machines include, manual valves, pressure pumps, volume pumps, gas mixers, & gas injectors. (Note that the pipes were not yet updated in the video below, hence we many of the connections on them are incorrect.)
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Finally, Goao added in some atmospheric canisters to the map and some basic functions for them so that the player has a way to play with the atmos system in-game. You can open the valve on a canister to release gas into the environment, or even use the ‘increase pressure’ function to release a lot of gas at once to make some wind.
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Ragdolls
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Another thing Alainx277 implemented last month but was not shown due to not working at the time of the blog, was ragdolls. This month he re-added player-item collision, fixing the issues with the ragdolls so you can now slip (or watch your friends slip) on banana peels and soap. Currently, the implementation is not perfect as sometimes it’s difficult to trigger a slip but we have considered other collider methods on how to improve this already.
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And with the recent atmospherics work where items get pushed around by ‘wind’, Alainx277 made the player ragdoll upon hitting such wind as well. The threshold for this can be adjusted or potentially changed based on what gear the player is wearing.
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Examine
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Also courtesy of Alainx277, the player can now examine their surroundings by holding the ‘Shift’ key to see the name of an object and a description beneath the name (most items don’t have a description yet). This feature also has some kinks to work out still as you cannot examine an object that is within another object’s collider (such as wall fixtures).
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Power Cells
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LightVelox managed to work on some basic functionality for power cells. They can hold a certain amount of charge, and be placed on the charger to recharge any lost charge. The charge of the power cell is currently displayed as a meter in the hand slot it is held in.
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Tilemap Overhaul
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Another huge contribution this month by BroodjeKipcorn was an overhaul of our tilemap system. Before, all we had per tile was a turf (floor/wall) and a singular fixture that could be placed (table/light). But we now have a system that supports multiple tile fixtures and reworks the layers so now there is a plenum layer beneath the turf which acts as our base layer upon which other layers are built.
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The plenum layer can support multiple fixture layers including wires, disposal tubes, AND 3 layers of atmospheric pipes.
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The turf layer can still either be a floor or a wall, but the 2 types now support different fixture types. Floors can support 3 floor overlay layers, 5 furniture layers, & an above floor atmos pipe layer (yup, that’s right, 4 atmos pipe layers total).
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Walls can support a high fixture (lights) AND low fixture (fire alarm, APC, posters, etc) on all 4 sides.
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Disposals
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Basic disposals are now in thanks to Goao. He has updated the model itself a few times and added a script and sound for basic item flushing, though there are many kinks to work out still.
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Details
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Alainx277 added the boombox music functionality to the jukebox now as well.
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LightVelox added item weights to all items so they might be affected by atmospheric wind differently.
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Goao added a new skybox and made it rotate very slowly.
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Fixes
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Throughout this month, CosmicCoincidence went through a lot of the high priority models (mostly ones relating to the tilemap), fixing them and updating them in the project. These include the plenums, pipes, wires, & wall mounts seen in the section above, as well as Basecode’s girders.
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CosmicCoincidence also remade the entire map after the tilemap overhaul (the new map features a pseudo electrical circuit and disposal circuit), as well as fixed some orientation issues with the connection scripts, re-exported all connectible objects, and fixed the placement of the cryotube.
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Alainx277 fixed our radial menu shortcuts, improved the atmospheric system performance, repaired our warning messages, fixed interactions not working within airlock colliders and beneath the player, & prevented players from constructing tables/walls on themselves or others.
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Seteron fixed the FOV view obstacles multiple times this month, and fixed the color of the human skin material.
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BroodjeKipcorn allowed tile connections to happen on the plenum layer (so the plenum covers connect appropriately).
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A new contributor this month, SoyBoi, fixed an issue with the player’s hands getting locked up upon picking up items from the janicart.
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LightVelox fixed the interaction wheel showing an interaction being selected even before one was selected.
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Goao fixed dropped items’ rotations, fixed an issue with the player floating in the air, added missing network transformations to a bunch of objects, fixed door animations on everything that has a swinging door (microwave, fridge, lockers, & crates), and fixed the poster’s texture settings.
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Models
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New wires (with many color variants) & high-voltage cables from CosmicCoincidence.
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Basecode made some fresh socks for the player which are a combination of models and textures.
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A familiar-looking laser assault rifle from LightVelox.
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A new autolathe and protolathe courtesy of Milly.
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A nice airlock sensor by Trerri.
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A new modeler this month, Baga has contributed a great rapid piping device (RPD), industrial welder,
+warning cone, toilet plungers, a cyborg charging station, and an oddly creative giant coffee bean plant for hydroponics.
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Comradecheeki is back this month with an E-Cig, a display case, mosin nagant rifle and revolver.
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From Kiwav this month, a wooden bucket and several deagle variants.
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And a Gnoll race by LocalHyena.
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Textures
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These 2 new suspicious posters from CosmicCoincidence.
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"This poster seems to be referencing the 13th space station of the corporate fleet, this particular station is infamous for its bad luck."
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"There seems to be 2nd poster as well, a misprint of the first with an obvious typo. I wonder if it could be even worse luck."
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Some new harm type warning symbols from Konstantin3001.
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SFX
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Another new contributor this month, sKRiBEL, submitted a bunch of much-needed sound effects for us most of which are male vocal sounds. These include hiccups, sniffs, coughs, chokes, throat clears, slurps, burps, screams, whistles, farts, and finally a soda can opening. Unfortunately, I don’t have an efficient way of showing these on the site so you will have to wait to hear these once they get implemented in-game.
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Art
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Another epic wallpaper by ProbablyNot for this month’s blog cover art.
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Notes
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Hey you. Are you still not in the Discord? If not, come on down and join us in the development process. The developers love to hear ideas from the community, as well as appreciate any feedback.
As they were meeting, the clown took the pie, licked it; then threw it at the crew, and exclaimed, ‘HONK ye all’!
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July Recap
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A little slower this month, but we are still here…
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Tilemap Layer Restrictions
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BroodjeKipcorn spent more time this month working on the tilemap system. It now has a lot more layer restrictions which prevents objects from being placed on the wrong layers, prevents certain wall-mounts on windows, prevents all wall-mounts on girders, and many other smaller restrictions.
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Containers
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Light Velox reworked our container system, by adding sizes, volumes, filters, & traits. Sizes range from tiny to huge, you can only put items in a container of equal or smaller size. Volumes are the maximum volume the container can hold (the sum of the volume of all items inside), so a container will not accept additional items if the max volume is reached (this can be disabled for containers like the bluespace backpack, allowing an infinite max volume for the container). Finally, filters are used in conjunction with traits to restrict what items can be contained in certain containers. The traits (snacks, alcohol, pills, etc) are attached to items, while filters (food, beverages, medication, etc) are attached to containers, and the filters can be used to specifically accept or refuse linked traits.
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CosmicCoincidence made mobile containers out of the toolbox, medkit, & cardboard box. The toolbox only accepts tools and the medkit only accepts medications (using the filters & traits mentioned above) for now. These smaller mobile containers are obviously special compared to our other containers as they can be carried and even placed inside larger containers like lockers.
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Material Construction
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We now have basic material construction courtesy of Alainx277. For now, the player can use metal sheets to build a wall girder or metal table, use the glass sheets to build a glass table, or use the wood planks to build a wood table.
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Options Menu
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A new options menu added by Goao this month (hit ESC to open/close it). There’s not much on this menu yet, but it does make a better home for our round timer and restart button.
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Consumption
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Also from Goao (and with help from Alainx277 bug fixing), we now have a consumption interaction for eating and drinking. You can feed yourself as well as others!
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Details
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Seteron:
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updated the airlocks to use our newer airlock models, and also added animations & lights to them.
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improved the appearance of our opaque glass material.
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CosmicCoincidence:
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added basic floor overlays.
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added cigarettes, a lighter, & the cigarette vendor.
Since when was a Nanotransen employee able to afford a house?
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August Recap
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I promise you that we are still alive… Probably.
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UI Rework
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A UI rework has been much needed for a long time and Goao did just that, making it much prettier than before. He also added a new intent cycler and targeting doll. Currently, you can swap between ‘help’ and ‘harm’ intents as well as select a targeting location on the target doll, but it’s just for show for now as they do not have an underlying functionality yet.
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Atmospheric Pipe Machinery
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In addition to all our previous atmos-related progress, BroodjeKipcorn has expanded on our pipe atmos system and introduced a few more functions (and their related machinery). Before, the atmos system could only handle 1 layer of pipes with the only working machine pieces being valves and pumps. Now, the atmos system can handle ALL 4 of our atmos pipe layers, these layers can be connected together via layer manifolds, as well as new functionality for filters, scrubbers, and ventilators.
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Currently, the scrubbers are default set to ‘scrub’ and only scrub CO2, they can be changed to ‘siphon’ which will suck in all gas types. The vents can be set to either ‘internal’ or ‘external’ which will change the vent’s targetting pressure to either be based upon the internal pressure of the pipe or external pressure (the room), by default it is set to external with a target pressure of 101.3 for standard atmospheric pressure in the station. For now, the interactions for the scrubbers and vents are done right on the part itself as we do not have the air alarms functional yet.
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CO2 being scrubbed from a room
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CO2 moving through a pipe, passing through a 4-way pipe manifold, and splitting into 4 different pipes each on different layers
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Fixes
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Ryan
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Fixed the examine function by separating the description and title, allowing for more customization (like using bold words, etc) in the object descriptions.
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Fixed an issue where non-hosting clients were unable to examine networked objects.
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Fixed a bug where the interaction name was unreadable in the interaction wheel if the wheel is too close to the bottom (the text was below the wheel before, but Ryan allowed it to move to the top when the interaction wheel is low on the screen).
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Icons
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Konstatin made some snazzy icons for the thermometer in extreme temperatures, player intent, and various types of body damages. Check em’ out.
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Conclusion
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While the previous month may have been excruciatingly slow, we are not going anywhere. Here is to a more active September.
It seems development around here slows as the warm weather shifts from the northern hemisphere to the southern. But like global weather patterns, project development can oftentimes be cyclical.
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Although no new systems were added this month, there has been progression on a few WIP systems. Unfortunately, we are going to continue reserving showing WIP content here, so you will have to wait for them to be merged to see them here.
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Fixes
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Ryan has been amazing this month and fixed several irritating bugs we’ve had crawling around.
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Fixed not being able to examine pipes, wires, and other tile-based objects that had inaccessible colliders by changing the examine function to work with tiles by component, rather than overall collider.
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Fixed a UI bug with mobile containers where twice as many inventory slots would appear as were actual slots attributed to the container.
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Fixed items appearing on the ground when moved to inside a container.
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Fixed an issue with the tilemap where is would delete many fixtures and recreate during loadup.
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Updates
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Probably Not will be hosting a Halloween themed art contest with cash prizes.
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Rules:
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Must be SS3D related.
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Must be Halloween/horror related.
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A common resolution (like 720p, 1080p, 2k, or 4k).
+
Can be either 2D/3D.
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If the artwork is 3D you must use SS3D art assets (ask for a link to our assets in our Discord if you don’t know where to find it already).
+
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You can also create your own SS3D styled assets for this contest as long
+as they’re usable in the game and are submitted and approved beforehand.
+
+
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Centcom members are disqualified.
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+
+
Prizes:
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First place: $50 USD
+
Second place: $25 USD
+
Third place: $10 USD
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Submissions should be submitted to the halloween channel on our discord (#spooktober-extravaganza) and entries will be accepted from now til the end of the month.
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Winners will be decided by our Centcom members and possibly some external artists.
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Winners will be announced in the halloween channel on our discord (#spooktober-extravaganza).
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Also, we will feature any reasonable submissions (regardless if you win or lose) in our October blogpost next month, with the artists’ permission of course.
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Conclusion
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It seems everyone’s lives are concentrated elsewhere lately, and as a result, the last 2 months have not been as fruitful as we have all hoped. But we will remind you, we have not gone anyway, we are still chugging along (albeit slowly), and we will see you all here again next month!
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Oh yeah we have a Discord, so if you haven’t already, join that.
This month was a bit slow in development again, but we have had a fun time in the discord with this month’s art contest (winners announced below)!
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Fixes
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Macoron, a new contributor this month, separated the game logic from the UI views with individual prefabs which should help decrease future spaghetti code.
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Models
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Eiko never seems to dissapoint with his 3D art! This month he contributed a boxing mat, boxing ring, throwing knives & stars, and a few adorable plushies!
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UI
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Konstantin3001 is back with more UI graphics, specifically with a targetting doll.
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Art
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And the moment many of you have been waiting for, we are announcing the winners of the Halloween 2020 Art Contest! But first, this month’s blog cover art is by ProbablyNot, whom was disqualified from the art contest for being a member of Centcom.
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Contest submissions below!
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Artist - Bug
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Artist - Igiari
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Artist - Sice
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Artist - Turkey
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Contest winners:
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1st Place ($50): Turkey
+
2nd Place ($25): Bug
+
3rd Place ($10): Sice
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Congratulations winners, to recieve your prizes contact ProbablyNot on discord.
+
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Conclusion
+
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Missed the art contest? Well join our Discord so you dont miss out on any future contests!
The community we share brings us joy and robustness for years to come!
+
+
November Recap
+
+
Indeed we are still moving slow, but we haven’t left. We have been entertaining some ideas on how to increase productivity again, so we will see what comes of that hopefully soon. Again, if you want to help, you are more than welcome to do so in whatever means you are willing, though we especially need people who can work with Unity.
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Fixes
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John made several changes to our in-game 3D assets, mostly fixing some topology and color issues.
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Models
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John also seems to be the only one who made any models this month. He a (back row, moving left to right) hand teleporter, pinpointer, syndicate camera bug, flash, atmospheric analyzer, (front row) mining analyzer, hydroponics analyzer, medical analyzer, slime analyzer, & finally a newly styled multitool.
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Art
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This month’s art is brought to us by Bug!
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Conclusion
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These last few months have indeed been slow, but they seem slower than they actually are. We have things that are slowly in the works, but we do not post that progress here, we only display implemented progress in these updates. So…
+
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Join community discussions, ideas, and see WIP content from us over at our Discord.
Cheers to the new years, let hope this one is better than the last!
+
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December Recap
+
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Apologies for the delay in gettting this month’s blog post made, but we hope everyone had a great holiday season despite what we are all going through in this crazy world.
+
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Fixes
+
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Seteron Retimed the move cycle to fix the symmetry of the run/walk animations. He also fixed the inverted SSRT when using OpenGL drivers.
+
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John made countless small fixes to many of our models again this month, regarding topology, shading, style, and more.
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Details
+
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CosmicCoincidence moved several more art assets into the game, most notably some botany-related furniture, items, and plants (and added a botany room to the station).
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Models
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This month, UnevenPrankster returned with a new wall-mounted safe!
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Goao also submitted a few things this month, including a keg, wire cutters, an action figure, a toy spaceship, and a full assortment of grenades!
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Art
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This month’s friendly blog cover-art is brought to us by Eiko!
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Conclusion
+
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Want to get more updates or interact with our community? Then join us at our Discord!
Spatial awareness is a necessary skill to do your job.
+
+
January Recap
+
+
It’s a new year, and we have a new wave of contributions. Strap in yall.
+
+
Lobby & Main Menu
+
+
Our biggest and probably most important feature this month has got to be our fancy new lobby system. John was hard at work this month separating the map, primary menus, and lobby from a unified scene to individual scenes. The result is more modular in the sense that the editor can more easily work on these systems without impacting the others as much. It also allows us to quickly swap between map scenes now both in the Unity editor but now in-game, getting us 1 more step closer to a complete game loop.
+
+
Connecting players will now be initially greeted with a basic lobby to hang out in (character customization and chat will eventually be added in here) until they’re ready to join. The game host also now has access to an admin menu to control various parameters for the game. This ranges from changing the map, game mode (just for show currently), and setting a timer for the length of time until the next round starts.
+
+
+
+
TileMap Editor
+
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Originally started by DefNotEric many moons ago, but recently resurrected and expanded by BroodjeKipcorn, our new tilemap editor is a significant improvement over our previous one. Now the editor can edit/add tilemap layers individually rather than having to rebuild all layers on a tile if a single layer on that tile needs a change. You can even hide the visibility of layers in the editor to make it easier to see what you are working on.
+
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The map editor also now has an object search functionality and the objects have a small thumbnail display so the user can find what they are looking for more quickly.
+
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The other big improvement is the addition of tilemap rotations. As we did not have proper tilemap rotations built into the editor before, the user would have to manually edit the Y-axis rotation on each prefab after adding it to the map. Now the user can simply select a cardinal direction for the object to face before adding it to the map. Many small bugs related to the tilemap were also taken care of with this new tilemap editor.
+
+
+
+
Container System
+
+
Alainx did a great job over the last couple of months, overhauling our existing system for containers. This new system uses a Resident Evil-like 2-dimensional modular approach, allowing things like containers on child objects, multiple containers per object, and more. The system also adds functionality for things like wearables (clothing) for mobs. The system is server authoritative, which should be robust when protecting against cheating. This new system flushed out some lingering inventory-related bugs as well.
+
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Details
+
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BroodjeKipcorn improved the atmospheric loop performance, drastically reducing the CPU time and memory allocations needed to run it.
+
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John cleaned up many more models this month.
+
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Textures
+
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Konstatin made a nice new texture for the station AI. You probably recognize her.
+
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Art
+
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ProbablyNot is back to being this month’s cover artist.
+
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+
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Updates
+
+
To kick off this new year, we are finally launching a means to support the development of this game via donations. We have launched a Patreon, subscribing would help us a ton!
+
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The money gathered from our donations will primarily be used for paying technical bounties which we will launch once we have received adequate initial funds. Eventually, the donations will also be used to help cover any costs to continue developing & hosting this game (like paying to host servers).
+
+
One very important thing we want to ensure is that we are COMPLETELY transparent about how we use your donations for this project. So we have set up a #money-log channel on our discord which will log our donations and how they are spent.
+
+
Conclusion
+
+
It has been a rough past year. But 2021 is already showing some promise, especially for SS3D. Stay safe and stay tuned everyone.
+
+
Also join our Discord if you haven’t already, por favor.
Keep your arms and legs inside the space station at all times during your stay!
+
+
Optional Connections
+
+
BroodjeKipcorn added the much-needed feature of optional connections for things like pipes & wires. So now the user can decide when and in what direction these fixtures attach. Currently, this is only possible in the map editor but will be expanded to in-game once the functionality to interact with the fixtures is implemented.
+
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+
+
Container UI
+
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Goao was sick of looking at our old container UI, so he quickly whipped together a new one for us which includes a scroll wheel if the container is large and has many slots.
+
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+
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Details
+
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peeB, whose been an active member in our community since day 1 but a new contributor this month…
+
+
+
Improved interaction for the pepper spray item.
+
Improved interaction for the lighter item, including animations.
+
Improved interaction for the wet floor sign, including open/close animations.
+
Improved interaction for the airlocks.
+
Enhanced the interaction distance check for a more realistic interaction range.
+
+
+
Goao
+
+
+
Fixed a couple of bugs related to the round timer and joining a round.
+
+
+
BroodjeKipcorn
+
+
+
Added sound fall-off for the airlock’s interaction.
+
Added basic interactions for lights (turning them on & off), but this seems to have already broken with another change to interactions themselves. Hopefully, it will be fixed again soon.
+
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+
Models
+
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Another new contributor this month, Putski made this great ore crate.
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Another new contributor, Cornelius, contributed many missing animals and other creatures for us this month!
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Art
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One could argue that Bug went a little wild with this month’s blog art.
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+
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Conclusion
+
+
First and foremost, thank you to everyone who has donated to the project over the last month! We have raised a little over $325 our first month, and every dollar is much appreciated! Look forward to hearing from us this next month on how these funds will be allocated for bounties (the health system will likely be one).
+
+
So stay tuned, and check out our Discord for more info.
Thanks again to all our lovely supporters, it’s because of you guys we have put forth the effort to make a new plan of action to make a working prototype of a game loop as our new milestone.
+
+
New Milestone
+
+
We saw that now that money is a factor, we could no longer continue developing randomly. We don’t want to throw bounty money at tasks they may end up completely broken if the underlying systems need future rework. To completely avoid future rework, it would be ideal to develop the game linearly, starting with the most core pieces and working up. This, however, is a very slow process and it’s no secret our development has already been quite slow.
+
+
We had a team meeting in discord this week (with the added presence from Jack Trachea from UnityStation) discussing these topics. With the added insight from Jack on UnityStation’s development, we concluded it would be highly beneficial to create a ‘game slice’ or a basic playable round to release as a sort of alpha or demo (we decided to focus on the traitor gamemode first). This would hopefully attract some new players, testers, or even developers. And to help achieve this goal in as short of time period as possible, it would be advisable to not include some systems, or in some cases include incomplete systems. But this will likely cause them to need rework later.
+
+
So we broke up the milestone into a 5-step process that we believe balances releasing a playable game loop ASAP and reducing future rework. Each part of this process also has its own milestone page on our github.
+
+
First and foremost, we need to design our major systems to all be future-proof even if we aren’t implementing them fully yet. The core systems we do need to be fully robust initially are at least interactions, containers, & tilemap. Currently, the tilemap system needs an overhaul due to trouble scaling. Interactions may need some upgrades too.
+
Secondly, we need a few new systems like animation, clothing, & basic health. Health is one of those that we will have a complex design for but our first implementation will be basic. We need some form of health in our demo for playability, but we will plan for its future replacement.
+
Third we need some complementary systems like basic construction, crafting, & combat.
+
Fourth, we need to dump in some content for jobs so the player has things to do.
+
Finally, a server hub and a traitor gamemode makes it a fairly complete loop.
+
+
+
From here we have begun creating tasks for this process and will be adding bounties values to many of them soon. So although we do not have any bounties made just yet, if you have been wondering where your donation money will be going, it will first be distributed to tasks in step-1 of our milestone process once we conclude their bounty worth.
+
+
Details
+
+
Goao (John)
+
+
+
Added some basic graphic quality settings to the lobby menu, this may help those with slower PCs test our current game.
+
Went through and commented on lots of our undocumented code.
+
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Models
+
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Cornelius still on a roll, contributing some apples, bbq sauce, and a very badass and very large xeno alien queen!
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Onebi is back after several moons and brings us these modular cyberdecks. Not sure what a cyberdeck is? Think of it as a sci-fi hacking tool that connects with the user’s brain.
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Art
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Probably Not can be credited again with this month’s awesome blog art.
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Conclusion
+
+
We will be having another dev meeting in the Discord if you want to follow along close with our next moves. It will be on April 3rd (today) at 8pm UST. A great man once said, “be there, or be square”.
This month’s technical contributions were fairly uneventful, currently we are in the process still of reworking the core system designs, and then implementing some of those systems, most notably the tilemap system.
+
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Details
+
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Madasski
+
+
fixed a bug preventing interactions with light fixtures.
+
fixed a bug with the examine camera causing inaccurate examinations.
+
improved the in-game camera controls.
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mjboth
+
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added a light and emission materials to the inside of the microwave that turns on when it’s active.
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Models
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Baga is back this month, contributing a welder, a cookie man, some handcuffs, a set of awesome syringe guns, and finally a collection of PDA cartridges.
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Basecode starting making us a wall-mounted security camera, but someone how managed to combine it with our old IPC, creating a security IPC.
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Cornelius also made a security camera, as well as a human heart, and several new facial hairstyles.
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CosmicCoincidence improved upon an old ai core model and made several colorful face textures to go with it.
And when asked if he could produce some toony footprints, he promptly obliged.
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He also scanned this picture of his butt for us… only kidding, but seriously this will be the image created when you scan your bare bottom on the photocopier.
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CosmicCoincidence contributed models for a playing card and its box, as well as 2 full sets of card textures (one nantotrasen themed, one syndicate themed).
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Art
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This month’s dev blog art is also brought to you by the CosmicCoincidence, who couldn’t decide how to finish his piece and thus made a couple final variations.
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Conclusion
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If you’re new here, come join the discord happening over at our Discord.
“What could we accomplish if we knew we could not fail?”
+
+
– Eleanor Roosevelt
+
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May Recap
+
+
While we are still reworking the tilemap design we made some progress this month with fixing and cleaning the project up. We also made a Twitter account this month so if you are active there, go give us a follow! Related to that, viniciusueharaweb added some nice vector graphics for our social media links in the footer of this website (see bottom of page).
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Lung Cancer
+
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Implemented by peeB, cigarettes and joints are now consumed when lit, currently lasting just 10 seconds. Even includes an extinguish interaction. Fine-tuning will come later.
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Details
+
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LightVelox
+
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Added a secondary hold point for certain objects, fixing a problem where certain items clipped into the character when held.
+
Added starting filters for specific container types to prevent certain items in them.
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Fixed a bug in the container UI that when you drag the UI the slots of the container move but not the items which caused a glitch.
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CosmicCoincidence
+
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Renamed many files for consistency and removed some outdated ones.
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Eiko
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Added a new Unity gizmo to help visualize the placement and orientation of our hold points on objects.
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mjboth
+
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Re-encoded our Surgery Console animated texture, fixing the stutter it had.
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Seteron
+
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Reduced the medkit and toolbox animations so they open less and prevent clipping.
+
Updated UI slot image, preventing the issue of not being able to see which hand is selected.
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BroodjeKipcorn
+
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Updated the delete function in the tilemap editor so it only deletes the active layer instead of the whole tile.
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Ryan
+
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Updated a few game controls.
+
Renamed a couple of interaction methods to reduce confusion.
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Models
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Turkey who is a long-time community member but doesn’t often contribute, surprised us with a cute maintenance drone this month.
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The great Cornelius is back this month with some nostalgic squirt guns and intriguing xeno egg.
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Eiko is back this month as well with a goofy cardboard cutout and a new set of airlocks, including secure airlocks and a fire-lock.
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Textures
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Also from Eiko this month, are these hilarious posters.
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Art
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ProbablyNot is back this month with his infamous 3D scenes.
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Conclusion
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Lastly, although we have a download link for each monthy version at the top of each blog post, and keep a link to the latest version on the homepage, we also added a new Download page that links to the latest release as well. It’s handier to link to externally and will download the game automatically.
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We’re still over here working so, as always, you know where to find us if you want to follow us closer or come contribute (on Discord).
“The Devil grows inside the hearts of the selfish and wicked.
+White, brown, yellow, and black — color is not restricted.
+You have a self-destructive destiny when you’re inflicted.
+And you’ll be one of God’s children that fell from the top.
+There’s no diversity because we’re burnin’ in the melting pot.
+So when the Devil wants to dance with you, you better say never.
+Because a dance with the Devil might last you forever…”
+
+
– Immortal Technique
+
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June Recap
+
+
June brought us several small fixes and quality of life features both within the game and outside of it. We added a new discussions tab on GitHub which we will begin hosting various community discussions. If you feel inclined you can even start your own discussion, like providing feedback, making a suggestion, or asking the community a question.
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Examine System Rework
+
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Ryan reworked the entire examine system, and also added several improvements. One of the new key features is the creation of a modular UI system, making it easier to create custom examine interfaces (see the poster and ID card in the video below). These interfaces can be linked with custom data, like adding a character’s name, age, or even appearance to an ID card interface (which was made by Eiko but currently uses 3 random identities as temporary placeholder data until we get custom characters in the game).
+
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The other new key feature is the addition of modular requirements. New requirements can be customized and added easily. An example of a requirement is needing to hold a certain item to display specific examination information. Another example is needing to stand a certain distance from the object (notice in the video below when examining the poster and ID card, the text is only displayed if the player is more than 1.5 tiles away, but within this distance, an image is also shown).
+
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The system also now allows for examining items that are in containers that display their content (ex. items on the custodial cart or an item in another player’s hand), it also now allows for examining items in a UI (like an item in your pocket or another type of UI).
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For the curious, more information on the new examine system can be found in the Examine Design Document that Ryan included.
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Container System Expansion
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We now have 2 new types of technical containers, thanks to LightVelox, ‘hidden’ containers and ‘pile’ containers.
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Hidden containers are containers the player does not directly interact with but may do so indirectly (like the battery inside of some machines or energy weapons, which can be charged indirectly but cannot be removed from the object).
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Pile containers are containers that you can insert/remove items but, unlike regular containers, these have no container UI (like the power cell charger which only accepts 1 battery at a time and you insert or remove the battery by interacting the with charger itself instead of a UI).
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Details
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Ryan
+
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Fixed the broken server ‘disconnect’ button.
+
Fixed an issue preventing clients from loading a map after disconnecting.
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stilnat (new this month)
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Added swapping hands via clicking on the UI.
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Added the names of containers to their UI.
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Made the clothing UI collapsable via toggle.
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frimannloes (new this month)
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Set the desk lamp light to toggle via interaction.
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Set flashlight & desk lamp materials to toggle with light toggle (help from jake34b).
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mjboth
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Fixed a bug allowing containers to store themselves.
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Seteron
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Fixed an issue preventing airlocks from being rotated on the map.
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CosmicCoincidence
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Finished renaming & organizing project assets from last month.
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Models
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Chinwizard (new this month) made this great bulldog semi-auto shotgun with various magazine types.
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Baga is back with an awesome paramedic ambulance and 2 trailers. One trailer is a patient transport bed, the other trailer is a fold-out mobile operation table.
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Eiko is back again, this time bestowing upon us these fancy connectable carpets.
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Nicola returned with some more long hairdos (note that they will have flexibility and wont stay straight as seen in the images).
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Textures
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Konstantin3001 never seems to go more than a couple of months without giving us something. This month he is back with these cute little particle textures.
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New this month, Jadetea made these simple animated textures to use on the PDA.
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Art
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It seems Bug crawled back inside during the night to do this month’s blog art.
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Conclusion
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If you missed the party invite, just ask the people over at our Discord, they should let you in.
Kollator (new this month) provided broken variants of our alcohol bottles, boxes for our donuts, a wall cabinet for the fire extinguisher, a standup and wall-mounted ATM, as well as a Nagant revolver & Stechkin pistol.
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gen (new this month) made a classic diner booth seat, and CosmicCoincidence assisted by making it into modular pieces.
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The creative mind that is Eiko dropped off this adorable gondola for us.
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2D Fun
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NazarDoe is back and contributed these awesome UNO card textures.
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Konstantin3001 is also back, this month with a chat UI icon and some splatter/spill decals (which can be colored in the game engine).
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Conclusion
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This month’s great cover art comes from the talented ProbablyNot.
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More work-in-progress content can be found on our Discord so be sure to stop by!
“One day I will find the right words, and they will be simple.”
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– Jack Kerouac
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August Recap
+
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Another steady month here at RE:SS3D, as we continue to get a trickling of new contributors each month, both in the art and programming departments! Though, it’s actually a special month because as of just a couple of days ago we (RE:SS3D) had our 3rd anniversary, which many of us have difficulty believing it has already been that long. These last few years have produced huge amounts of discussion which sparked hundreds of ideas that have helped pave the way toward actually making 3D SS13 feasible.
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Also, a big roadblock was lifted this month with the merging of our latest (and hopefully last ever) tilemap rework. From here we can finally begin a deeper discussion into systems we otherwise were holding off due to them relying on such a rework. We’re not out of the woods yet though, because after you clear one fallen tree there will surely be another.
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Contributors’ Kit Updates
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This month ProbablyNot updated the animator’s kit by adding some additions & optimizations to the character rig as well as updated some meshes. Note that the animator’s kit is currently Maya only and not for Blender.
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The updated animator’s kit (v1.5) can be found here (download the whole folder).
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We’ve also been long overdue for a new modeler’s kit update, so it feels good to finally get this update out. If you are an active modeler, please update your kit as the changes are fairly significant.
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Spongie adjusted the burgundy reds on the Palette05, the colors are more similar now and the shades have a smoother gradient.
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Eiko added a rigging template (.blend) and an accompanying guide pdf. The rigging template file contains template models for most general clothing objects both in item form and worn on the body form; while the guide goes into the details on how to make the clothing and hair work correctly with the player model and game design.
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Finally, CosmicCoincidence added an file full of example models (.blend) which can be used as a quick reference for scale, styling, etc.
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The updated modeler’s kit (v2.0) can be found here (download the whole folder).
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Chat System
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Singulo significantly repaired and upgraded the chat system this month. He repaired the send controls and prevented the player from inputting rich text. He prevented chat windows from having no tabs and made the selected tab easier to identify. He got the channel selector to properly update. The close tab button works now and you can also re-order your tabs like a web browser. He did some repositioning and scaling of the chat UI. And he added the key ‘C’ to toggle the chat window open/close.
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Calmilamsy (new this month) added a similar control, press ‘T’ to focus the chat window to quickly start typing (it will also toggle the window open if closed).
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Tilemap Rework
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I think this is like our 3rd or 4th tilemap rework now, I don’t even know anymore. But BroodjeKipcorn has once again done God’s work by upgrading our previous tilemap system with many new features. Some of these features were necessary for us to move forward on dependent systems like electricity, gravity, shuttles, and more. The reworking process also resolved numerous tilemap-related bugs and even improves on our previous tilemap editor as well.
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The design for the reworked system was finalized by Broodje, but many people had a part in helping with the brainstorming. One very notable individual who did a lot of work on the design initially is Onebi who spent a good amount of time conceptualizing and documenting a new design prior to it being scrutinized by the community and being finished up by Broodje.
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The upgraded system is still tile-based but leverages collections more to process through objects on the same layer a bit faster. It also now divides the tilemap into 16 x 16 chunks which should allow for a more optimized system as well.
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The tilemap is now fully serialized and can be both saved and loaded at will. This should not only make resolving Github merging conflicts on the map easier but will also allow for a wide assortment of possibilities like saving a broken down or chaotic station to load at the beginning of a new round for a rescue or clean-up mission. This could also be used to save multiple layouts of certain rooms, so areas of a station could be randomized between rounds while other areas remain consistent. (Currently saving and loading is only possible in the tilemap editor in Unity but we plan for the function to be possible in-game as well.)
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Multi-tiled objects (ex. the cryotube is 2x2 tiles) are now supported by the tilemap and can no longer be placed in ways that clip into other nearby tile-based objects (structures/furniture). This on the surface seems fairly trivial but proved rather difficult with the possibility that a multi-tiled object could overlap multiple tilemap chunks.
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Another huge fix is that the tile object networking is no longer broken which fixed a few bugs but most notably where certain tile object states were not synced across server and client (like the jukebox being turned on for 1 player but not the other).
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Probably my favorite part of the tilemap rework is the addition of multiple tilemap support, this means that we are no longer are limited to just 1 tilemap per map. This allows for things like shuttles/ships/pods to have their own tilemap and move and rotate irrespectively of one another. Although we do not have tilemap movement or rotation implemented yet, this will allow for truly pilotable ships (which we have many ideas for). The support for multiple tilemaps within a singular map may allow for us to even break apart ships/stations into multiple separate objects which drift apart instead of staying locked in place.
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The Tilemap editor also received many upgrades to complement the system upgrades it also still includes all the great features from before. Since we can now have multiple tilemaps within a map file, you can easily switch your active tilemap with a click of a button to switch between them and a setting to mark one of these tilemaps as the primary tilemap. The editor tells you how many map chunks your tilemap is made up of and can outline them on the map with a toggle setting. Another toggle setting that was added is the overwrite setting which means you can easily replace an object with another object of the same layer type in one action instead of having to delete the first object and then place the new object. Finally, it is also now possible to visibly toggle tilemap layers to make it easier to see and work on other layers.
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Although the rework resulted in us having to toss out our old maps, Broodje kindly built us a new “ministation” map which has a secondary “shuttle” tilemap included. There’s a BUNCH more little improvements and fixes that were included in this rework that I simply didn’t cover here too. I wanted to include a clip of the tilemap system to visually show it off a bit more, but there isn’t much to show at this time besides looking at a map. Once we get tilemap movement implemented that will change and I promise to get you guys that clip then.
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Details
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Singulo
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Added a game controls page to the settings menu and listed all current controls.
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Ryan
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Added a new hover-based examination feature which only displays object names as opposed to the detailed examine which can have a description, a UI, or other additions.
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Added an outline to examination texts to make them contrast the background and make them easier to read.
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Fixed a bug that sometimes prevented players from joining mid-round.
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Half-fixed a bug that when the player fell any items they held would disappear, now only 1 item disappears, and the other drops to the ground… Progress!
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Liam (new this month)
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Updated the humanoid animator to prevent the character from continuously running into stuff, the character will now stop moving when up against an obstacle.
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Models
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Cornelius stopped by momentarily this month to drop off some plants, you may recognize some of them from your favorite SS13 servers!
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I (CosmicCoincidence) decided to model and submit these basic wooden fences. Why? shrug
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Eiko kindly resubmitted his adorable penguins from 2 years ago that seemed to have gotten lost with time.
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Spongie (new this month) submitted a bunch of awesome models!
Konstantin is always dominating this section and this month he did so be these fantastic bullet hole overlays and this totally not Mr. House AI screen.
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Music
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We don’t get audio submissions too often so it’s always fun when we do; from John this month, “Breach”.
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Art
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Spongie also made these wonderfully immersive wallpapers using the new engineer hardsuit and plasmacutter they made.
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Again ProbablyNot blessed us with another great blog cover art, as well as a bonus render to tease you on the new trailer he is working on.
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Conclusion
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These eventful months are always a blast, and with the tilemap roadblock now lifted these active months should start becoming more common for us. We also want to thank all of our supporters, contributors, and idea guys over the last 3 years. As a contributor and maintainer for the last 2 years, it’s been a hell of a blast and I know the other developers will say the same thing!
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If you’re interested in joining the discussions surrounding design and development or simply lurking to check out content as it’s being made, please feel free to join us on our Discord.
“The world is indeed comic, but the joke is on mankind.”
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– H. P. Lovecraft
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September Recap
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We’re still making a lot of good progress on our core systems, laying the foundations for the rest of the game above them. This month it was the container system that received an overhaul, following a load of bug fixes. We’re still inching closer every month to completing our first milestone.
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Container System
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Stilnat reworked our ‘system of containers’ into a more proper ‘container system’ by combining our several container-related scripts into a singular script. Now all container parameters like its type, its size, if it displays its contents, etc. are all under a single script. This refinement should make it more intuitive and easy when adding new container objects to the game and helped clean things up from the code perspective.
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The improved system now also allows for adding multiple containers to a single game object which can be interacted with individually. It also fixes a few bugs relating to containers. A couple of the bugs were specific to container’s UIs staying open for various reasons, another was that items could still be removed when containers were closed. Mobile container’s animations are also now tied to their UIs so they can be opened and viewed with the same interaction.
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Details
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Nsarrazin (new this month)
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Fixed a bug where the chat sent its message when out of focus.
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Improved the intent button appearance, making the background and alignment consistent with the others.
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Ryan, The Bug Exterminator
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Updated the Unity version for the project. We are now using 2019.4.30f1 (2019 LTS).
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Resolved an inconsistency in the range between different interactions.
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Fixed a bug where multiple players would cause extra unnecessary audio listeners.
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Fixed a bug where the hover examine system caused an unintentional extra text to overlay the examine text.
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Fixed the other half of the bug he half-fixed last month regarding items disappearing instead of dropping when the player falls down.
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Resolved an issue with containers syncing.
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2D
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Cornelius created this neat runic font that can be used for unintelligible cult speech.
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Art
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SmokingMan contributed for the first time this month with this relatable artwork!
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Conclusion
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As always, if you are interested in following the development process more closely, or contribute yourself, come join us in our Discord.
Very few merged changes this month, but none were lacking in importance as they are all related to networking or core system performance.
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Details
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Alainx277
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GREATLY improved the performance of the examine system.
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Ryan
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Updated the Mirror version for the project, to v49.0.1.
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Fixed a bug where clients weren’t reinitializing the map after it loaded.
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Fixed an issue preventing child objects from being found during reinitialization.
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Art
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As per usual, this month’s blog cover was contributed by ProbablyNot.
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And another was bestowed on us by John this month too.
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Conclusion
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Another month with little progress to show but don’t let that discourage your hopes for this game, if you want to see more intermittent progress, feel free to join us in our Discord server.
“People say nothing is impossible, but I do nothing every day.”
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– Winnie The Pooh
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November Recap
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Another month of meticulously brainstorming over core-system design choices. These months often feel uneventful but are laying the groundwork for an entire user experience above them, so we are putting great time and attention to detail into them. Without spoiling too much, one of these systems should be featured in next month’s blog if we have it ironed out and merged before then, so stay tuned.
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Details
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Notterox
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Disabled users from using rich text in chat.
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Fixed custom font issue on the website.
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Ryan
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Fixed multiple issues with the basic substance system and related machinery.
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Art
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This month’s blog cover art is brought to us by SmokingMan.
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Conclusion
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If you are interested in joining the team and helping to contribute to our great game, please join us over at our Discord server.
Born too late to explore the earth.
+Born too soon to explore the galaxy.
+Born just in time to help make SS3D.
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December Recap
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We hope you all enjoyed your holidays and had a happy new year!
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December was more active for us than some of our recent months. Maybe it was due to the holiday breaks, or maybe it was coincidental timing of multiple factors being completed in the same month, regardless we’ll take it.
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Appearance
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Several improvements to the game’s appearance have been made this month. This first one was voted for in a poll we had a while back in our discord. It’s a cutout shader for insetting objects into the floor. Trying to lower a machine into the floor prior to this would clip the floor tile and machine through each other and any part of the machine that was below the floor would not be visible. We can now have machines that are inset into the floor thanks to Seteron submitting this new floor tile cutout shader.
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Seteron once again tweaked our lighting by adding new shaders, new post processing, adjusted values, and fixed bugs. The old is a bit brighter, while the new emphasizes shadows more (this likly isn’t final).
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Seteron also improved our item icon renderer immensely. He improved the lighting/shadows, added an outline to the items, and fixed the bug causing our transparent and emission materials to not render properly.
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A controversial change, CosmicCoincidence raised the height of walls to give more space for various mobs and machines while fitting within the height of a room. Before and after.
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Connectables
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This month we had a lot of progress on our connectables, which are an integral part of the tilemap system. Connectables are objects that connect from one tile to another in specific ways. CosmicCoincidence has been working on redesigning the connectables and is mostly finished now, but some things still may change. In addition to the document, Cosmic also updated most of the connectable models and created missing ones to provide with this design.
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To prepare for the new (and complex) adjacency scripts that are required in the above design, Em3rgency restructured much of the underlying logic used by the adjacency scripts.
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Details
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BroodjeKipcorn
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Removed unwanted rotations on tile objects.
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Em3rgency (returning after 2 years!)
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Fixed our github actions automated build setup.
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Added an automated test workflow on github for each commit.
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SteindelSE (new this month)
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Removed unnecessary colliders on aesthetic doors (like locker doors).
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Seteron
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Fixed the lobby character preview from twitching.
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Models
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Yes, we still have more modeling happening… Medji who is new this month, contributed a teleprod, pyrogrenade, and porcini mushrooms.
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From John this month, a neat foldable chair.
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Art
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And this month’s blog cover was made by ProbablyNot, once again.
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Conclusion
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As each core system gets designed and implemented we slowly creep one step closer to having the game we are all dreaming of.
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As always, stay tuned with us by joining the discord happening over on our Discord.
“Ah yes, the moons are bright, the space carp are singing, and the radioactive solar winds are calm. What a beautiful day in space.”
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– Nanotrasen Employee #76044
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Video credit - SmokingMan
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Q1 Recap
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This year we are changing up our blog schedule a little bit, by switching from monthly updates to quarterly updates. This is due to our sometimes slow development which can result in some months having short and nearly empty blog posts. I know many of you won’t like this decision as you would prefer to see more frequent updates even if they are packed with less content, but hopefully this will take a little bit of repetitive work off our small management team. If the frequency of our content output increases in the future we may come back to monthly updates though.
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On the topic of small teams, it seems we have set our goals a bit too ambitiously again. We have been trying to work toward a playable game loop so players can have something to do and a goal, and although this goal hasn’t changed, it seems we have set our standard of a minimal game loop a bit high. We wanted to have all our core systems mostly fleshed out, like an intricate container system, complex atmospherics, electrical grid, etc. But we have now realized that spending so much time on this has prevented the players from having something fun to do in game. I don’t want to say too much yet as this discussion is still ongoing currently, but we are planning on simplifying the game loop requirements to push out a more simple playable game mode quicker, which will hopefully help draw in some players and maybe more contributors.
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Documentation
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Another issue that has been plaguing our development has been our lack of concrete designs for our core systems. Even now we are still lacking a couple of designs, but the beginning of this year has seen some good progress in this area. Konstantin3001 has been consolidating much of our ideas about the health, combat, and crafting systems into respective documents, while Eiko has been working on our game design document which details the basic overview of the game we are building (things aren’t set in stone and some things in the document may still change or get added later).
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Collision Sounds
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In February, Eiko added scripts for managing object collision sound effects and added several sounds as well. He also recorded the demonstration below.
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Details
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Em3rgency
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Reorganized the editor-related files, excluded some from builds, and fixed related compiler errors.
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Fixed missing connection type values on some connectable objects.
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Stilnat
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Added feature to allow for child objects to have containers. So not only can a refrigerator object have a container, but now also the fridge’s door which is attached can have its own isolated container.
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JJtheGerman
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Made tweaks to the chat close button so it behaves more intuitively.
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Textures
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Eiko made a set of textures from the department symbols he made and has been using them on his 3D models.
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Konstantin3001 is back again with more new textures, this time with new vehicle tracks as well as xeno footprints and recycle/dispose icons that were missed from late last year.
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Models
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Gen submitted a few machines late last year but were missed and are being featured now. A wall-mounted button, nanite programmer, nanite cloud server, and a nanite controller hub.
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More Head of Security clothing now thanks to Baga!
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Eiko submitted a new set of airlocks resembling more of the classic ss13 style many of us are familiar with.
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Sounds
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New this year, a Ghost has provided us with a few more sound effects including male gasping, male gulping, male sneezing, as well as some for bone snapping. The sneeze is quite good!
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Art
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2022’s first blog art was brought to us by sir ProbablyNot.
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SmokingMan returned with some more artwork as well. A close-up image of our favorite grey-clad individual getting in (or out of) some trouble. He also made the wholesome captain animation (seen up in the Q1 recap) which I believe has become an instant classic.
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Conclusion
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We should have more to share in Q2 as we continue to rework some of our game loop plans, in the meantime you are always welcome to join our Discord to check out more of what we’re doing or to contribute yourself!
“Starting over isn’t starting from scratch, it’s starting with experience.”
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– random motivational website
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Video credit - Otome
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Q2 Recap
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In the 1st quarter, I mentioned that we were making some changes mainly related to narrowing our focus down to a simpler initial game mode to get a minimal viable product (mvp) out, as well as some other upcoming changes that weren’t elaborated on at the time. After narrowing our goals we reviewed our current game and decided that some things were over-engineered, others inadequately designed, and some poorly implemented. There’s also a lot of extra content that frankly isn’t NEEDED in an mvp, so… we started another rework. It took some time to get organized and we have slowed our productivity on the current build and begun starting the rework.
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Rework
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We’ve critiqued our past mistakes and what has led to us having spouts of stagnation and hopefully have learned from these decisions and that it will benefit the rework. The rework is being led by John (Goao) and is going to be a complete rehaul of the codebase. He has made several documents recently to prepare us. He made a new document template and remade our old art guides and our GDD in the new template. He also made a document outlining the development plan for the rework thus far.
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Project architecture and code quality (organization, proper usage, & modularity) are two of the big things that should substantially improve with the rehaul. We hope to not lose anything in the process and port over systems from our current codebase to the rework branch as we need them. So far it only supports a basic lobby system, player authentication, and underlying hub integration. So far it has mostly been John working on the rework but we have several eager souls waiting for him to start delegating more tasks for it. In the meantime, we have halted all major system work on the current branch but allowing smaller contributions to still be made that can be ported over to the rework when the time comes.
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Sound
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This quarter Eiko created an audio manager to manage our various audio scripts, and in doing so he transitioned all our current sounds over to using this new audio manager. He also added mixer groups for sfx, music, and ambiance so these can be adjusted separately in the settings menu (not added here). He also switched the audio panning so it’s relative to the camera now instead of the player.
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Eiko also created a new ambiance script that uses variables to adjust the intensity of ambient sounds. Each variable is configured separately and will choose a random audio clip when applicable. The 3 variables Eiko added for now are ‘air’, ‘wind’, and ‘power’. These variables aren’t tied to anything in-game yet but are designed to fit the player’s environment. The ‘power’ ambiance will naturally be more intense the closer you are to a machine or the more machines running at once in a small space. ‘Wind’ will be used when there is atmospheric movement and ‘air’ represents the atmospheric density which will actually play ‘space’ ambiance when set to 0. The SFX sound group is also affected by lack of atmosphere and becomes extremely muffled (maybe some servers will turn it off altogether).
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Models
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a Ghost who despite not being a regular modeler, is our only modeler this quarter. Contributing the classic Manly Dorf mug as well as adding liquid contents and some accessories to our old drinking glass set.
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Art
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ProbablyNot continues his reputation for having the best blog art!
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And Otome surprised us with a funny remix of Grimmie’s classic teaser (the remix is seen at the top of this post while the original can be found here.
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Conclusion
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This is the part where I tell you to join our Discord for more frequent updates or just hang out with the crew, er whatever.
“The pain you feel today will be the profit we earn tomorrow.”
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– Nanotrasen CEO
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Q3 Recap
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We continue to cheer on John from our padded recliners as he slogs away at the rework, hoping that he may find solid footing in the wastewater run-offs of the derelict constructions of our past, to one day set the foundation of our future.
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Rework
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As you know we’ve been undergoing a major rework of our technical foundation, which is being spearheaded by John. He’s been slowly porting over some systems while reworking others. This quarter he rebuilt the Lobby UI making it neater and more user-friendly. Note that it still isn’t featureful yet.
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The round system has seen improvements by John recently as well. First he ported over our current basic implementation and changed the netwroking from Mirror to FishNet. Also, Users can now set/cancel a readiness state before the start of a round. Admins can now cancel the startup phase of a round. When the startup phase completes and the round begins, only the ready players are spawned. The player and camera movements have been ported over now. Lastly, the mechanics of the underlying entity you control (the soul) is in place and can change between mobs it controls mid-round as seen in this rudimentary test below.
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Details
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Seteron
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Updated documents & cleaned up extra git files.
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Ryan
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Created a basic configuration test to be used to check if objects are placed on the correct layers and functioning properly.
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Textures
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After a hiatus of contribution, Hummus blessed us with a new in-game poster texture referencing my favorite 90s Sci-Fi, Stargate-SG1.
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Models
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A new contributor this quarter, Danny made these wonderful potted plants and some growable plump helmet shrooms!
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StaBre, who is also new this quarter, contributed a medical crutch and an expanding trash bag for the janitor!
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Art
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This is basically ProbablyNot’s meaning in life now, to make SS3D blog cover art.
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ProbablyNot also recently received an encoded signal coming through one of our bluespace time dilation devices. After decoding and isolating the message it appears to be an image taken from a Janiborg’s perspective aboard an empty station, waiting for its crew.
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Footnotes
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Also, ProbablyNot updated our Character Animation Rig (V3.0) last quarter but I forgot to mention it. The new rig features foot roll, face controls, body shape controls, IK head, FK/IK switching, updated colors, character cosmetics, and includes a sample character file. Note that the rig is made in and for Maya, NOT blender like many of our other contributor kits.
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Something something join our Discord and stay tuned for future updates from us!
We here at SS3D hope you all enjoyed your holidays despite being the naughty little boys and girls we know many of you are. After dropping off a large chunk of coal for us, Santa did actually bring us something great this year, he brought us closer together. Thanks, Santa!
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Q4 Recap
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The 4th quarter of 2022 saw an uptick in productivity as a result of John’s progress on the rework.
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As a result of the large rework, we have now reset our release versioning as well. This should have been done earlier in the year when we switched to the rework branch as our primary developing branch but we got ahead of ourselves I guess.
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I’m pleased to say that, despite a lot of work to do still on the rework, we have moved to the point where we can begin working on other systems not included or directly relating to said rework. Gamemodes being the first big one.
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Rework
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John has been still porting over our old systems to the new branch and recently has been getting help from a few other contributors. One of the main tweaks he did recently was converting our networking system from Mirror over to FishNet.
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He made more progress with player spawning from last quarter. Players now despawn at the end of a round. Players now have ‘minds’ (consciousness, soul, w/e), so now a player’s mind can be transferred to another entity, become a ghost when their body dies, etc..
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He also managed to port over the interaction system, mostly. So basic interactions should be working again, mostly.
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Gamemodes
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LightVelox implemented our first functioning gamemode system. The system is fairly basic but allows for traitors to occur, traitors have objectives, and now a proper way to end a round. The round ends when the objectives are complete. Objectives can also fail. Currently, the traitor gamemode is rudimentary with just 1 objective (try to detonate the nuke) but will be expanded with time.
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Ryan refactored the above system to separate domain layer from application services and implemented unit testing for domain layer. He later added functionality for group-based objectives, including both cooperative and competitive types.
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Details
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John
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reworked our application settings.
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improved asset data handling.
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removed duplicate event system.
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repaired the false start issue (admins could start a round after it already started).
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updated various programming documentation.
+
fixed many bugs.
+
+
+
iamteapot
+
+
fixed a problem not being able to make builds.
+
added a command console to allow various debug commands to assist testing.
+
fixed the camera so it smoothly follows the player, now accounting for minds.
+
fixed discord integration.
+
+
+
Ryan
+
+
fixed the item layer requirements.
+
+
+
LightVelox
+
+
fixed drop interaction not showing in the interaction wheel.
+
fixed memory leak caused by event listeners.
+
+
+
Textures
+
+
CosmicCoincidence rendered the classic SS13 floor plaque as textures, with normal maps.
+
+
+
+
ProbablyNot gave some more love to our floor tiles by rendering a new normal map and even an ambient occlusion map, both of which have regular and inverted variations.
+
+
+
+
Models
+
+
ProbablyNot also made a reinforced light for security.
+
+
+
+
Art
+
+
Normally ProbablyNot likes to hide the slime in his blog artwork (go back through previous months to see if you can find the slime hidden in his blog covers) but decided to mix it up this time.
+
+
+
+
Footnotes
+
+
If you’re curious about seeing more development from us, or contributing yourself, come join our Discord and say “Hello”!
“The Line between disorder and order lies in Logistics.”
+
+
– Sun Tzu
+
+
Q1 Recap
+
+
This quarter has been our most productive quarter in at least a year. This includes new documentation, promising progress on the core rework, and even some new features we didn’t have before the rework like addressable asset data and character roles.
+
+
Also, a big thanks to our maintainers; none of these contributions would make it into the game without proper review and testing by them. I feel it is important to remember and thank them as they do a lot of work but sometimes get forgotten in these blogs. So, thanks again to our maintainers!
+
+
Documentation
+
+
Due to John’s initiative, we made a huge improvement recently that impacts every aspect of our development. Which is us finally having a quality documentation solution. Before this year, we have been using Google documents in folders on our Google Drive, but now, we are using GitBook (https://ss3d.gitbook.io). Thanks to GitBook for sponsoring us with a free premium account via their open-source program!
+
+
Our GitBook, being new, may see some restructuring and lots of additions still. Currently, we have 4 main spaces; Design, Art Guide, Dev Guide, & Systems. “Design” is our game design documentation. “Art Guide” & “Dev Guide” are our contributor guidelines. While “Systems” is similar to “Design” but is for the technical documentation related to implementation.
+
+
Since the game we are making is community-oriented, feel free to read up on our Design page and share your thoughts on our Discord or GitHub.
+
+
Also, if you’re curious about seeing our development progress in the form of a plan and where we are in that plan, see our Roadmap page.
+
+
Rework
+
+
As you likely know if you read our last blog or are active in our Discord, we have recently been overhauling the under-belly (underhauling?) of the game itself.
+
+
This process began about 1 year ago with John starting on his own branch, then about 5-6 months ago he reached a point with his “underhaul” that more contributors started to assist. About a month after that we officially swapped over to using his branch as our new primary development branch.
+
+
As of now, the rework is still incomplete but continues to shuffle forward as we port over our game systems & assets to the new branch.
+
+
John readded the interaction wheel for secondary interactions. He also readded item spawning from vending machines.
+
+
Broodje readded and reworked his previous tilemap system, fixing several bugs in the process. It is now play-mode only and no longer can be used in the editor. It also now has a simple UI window and hologram to show where and what tile you are placing. The system also now supports items embedded in the tilemap which means they can now be saved to the tilemap save file.
+
+
+
+
CosmicCoincidence readded many objects including structures, wall-mounts, furniture, floor textures, etc.
+
+
Nath readded the basic player inventory and item sprite generation, while also fixing several bugs in the process. He readded our basic substance system with a few testable substances and fixed a few bugs. He also readded the container system and fixed bugs with it as well.
+
+
Containers
+
+
After redoing the old container system, Nath introduced basic pockets, then went about rehauling the whole system. The rehaul makes the system more independent, easier to use, and more organized and efficient.
+
+
Asset Data
+
+
John implemented a new asset data system. The new system automates much of the process for contributors. The system uses addressable groups to determine how the assets are referenced, loaded, and used.
+
+
Stamina
+
+
Ryan added a stamina sub-system. Ultimately it is a sub-system to the player health system but we do not have that yet so the stamina system currently is standalone.
+
+
The specifics of the system may change over time, but currently, stamina decreases through various movements (eventually combat too), can regenerate over time, and can be trained through usage.
+
+
Roles
+
+
LightVelox implemented a new role system recently. For now, there are currently only 2 roles; security and assistant. Players can now start the round with a role (though there is currently no way to select what role they want), and the player will start with an item loadout based on that role (currently only spawns an ID and PDA). ID cards have even been given permission traits so they can do things such as unlock lockers or use certain doors.
+
+
Controls
+
+
After replacing the input manager with a new input action asset, IAmTeapot reworked the input/controls system to now use toggling methods and input consumption which fixed several issues we had with the system. A short list of these issues includes; overlapping control schemes conflicting with each other, unwanted interactions happening while UI elements were focused, and drag and dropping item icons not working properly.
+
+
Details
+
+
Ryan
+
+
Readded the in-game console which got removed.
+
Fixed the pickup interaction using the wrong sprite.
+
Fixed player list on the host.
+
Fixed issue with items not dispensing on the host.
+
Fixed bug with the lobby menu not closing when joining a round.
+
Fixed bug with clients returning duplicate ckeys.
+
Fixed server list not updating when players left.
+
Applied new permission calls.
+
Added editor testing!
+
+
+
Notterox
+
+
Upgraded our FishNet version.
+
+
+
Nath
+
+
Added basic ghosts. When the player dies, they become a ghost.
+
Added serilog as our new logging library.
+
Fixed bug when trying to join a round that already started.
+
Fixed busy port bug in the editor.
+
Fixed a container collection error.
+
Fixed bug in server-only mode where clients couldn’t pick up items more than once.
+
Added new tools folder in the editor.
+
Fixed failure when building the project.
+
Helped move documentation to GitBook.
+
Fixed client-side input system issues.
+
Fixed client-side container UI issues.
+
Moved observer condition folder.
+
Updated hack files.
+
+
+
John
+
+
Fixed the ‘ready up’ button on non-admin clients.
+
Added minds to entity workflow to better separate entity control.
+
Reworked the game build workflow.
+
Updated our Unity version, and fixes several errors.
+
Fixed clients not being able to join an editor-based server.
+
Fixed missing input system and inconsistent game UI.
+
Cleaned up many files in the project.
+
Reworked and documented the Actor GameObjects.
+
Helped move documentation to GitBook.
+
+
+
CosmicCoincidence
+
+
Organized & renamed many Github assets and documents.
+
Moved & updated documentation on GitBook.
+
Small fixes to game info UI text.
+
Fixed a few item colliders.
+
+
+
SirReginald1 (new contributor)
+
+
Added a checking method for authorization in the permission system.
+
+
+
IAmTeapot
+
+
Fixed camera snap rotation snapping in the wrong direction.
+
Fixed issue with the camera zooming when scrolling in a UI window.
+
Reworked the in-game command console, and made several improvements.
+
Helped move and organize some files.
+
+
+
LightVelox
+
+
Documented multiple systems and move them to GitBook.
+
Fixed the start button not updating properly.
+
Fixed the hand containers breaking depending on the item transfer method.
+
+
+
Alainx277
+
+
Added ability for tests to run on forked repositories!
+
Moved the website builds from TravisCI to GitHub Actions.
Added several new design documents to the GitBook.
+
+
+
k0fe (new contributor)
+
+
Disabled physics for construction holograms.
+
Removed inventory and interactions from ghosts.
+
+
+
Assets
+
+
Konstantin3001, the go-to 2D lad at SS3D, refuses to quit delivering pure quality assets for us. Recently he submitted a new winter skybox for the holodeck (see his beach one here), and new food & glass particles!
+
+
+
+
+
+
+
+
+
+
+
Grimmie popped in for a visit and decided to submit this directional grille model.
+
+
+
+
Kruzn (new contributor) made this simple but sweet meteoroid for us!
+
+
+
+
Art
+
+
SmokingMan spontaneously rendered another image for us!
+
+
+
+
Did you really expect this masterful render to be done by anyone other ProbablyNot?
+
+
+
+
And CosmicCoincidence made a 3D variant of SS13’s classic logo and some banners using previously submitted wallpapers.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Footnotes
+
+
As always, if you want to follow along with our development & community, joining our Discord is the best way to do so.
“We will follow the science no matter where it leads, even to death or destruction.”
+
+
– RD
+
+
Q2 Recap
+
+
This past quarter has been a slow one, but we are still working hard!
+
+
A few months ago we started the slow process of reviewing and moving game assets from our GoogleDrive to our new GitHub art repo, the process is slow going but we’ve made decent progress over the last few months. It’s a good time to work on this because a lot of our assets haven’t been examined by anyone in a long time and it’s advantageous to have them reviewed now while they are not needed in-game yet. Eventually we plan to embed the art repo into the game repo so that the assets do not need to be updated at multiple locations.
+
+
Details
+
+
LightVelox
+
+
Applied humble object pattern on items.
+
+
+
iamteapot
+
+
Added lights to lockers based on lock status.
+
Changed the IngameDebugConsole location.
+
Fixed stored items being rendered.
+
Added camera rotation with mouse drag.
+
Reworked inconsistent icon rendering in the tilemap editor.
+
+
+
mchlopecki (new contributor)
+
+
Fixed skybox connections.
+
+
+
CiciSpace (new contributor)
+
+
Normalized movement speed.
+
+
+
Ryan
+
+
Added summarized test results with CI.
+
Automated self-assigning issues.
+
Automated opening project boards based on milestones.
+
Automated adding issues/prs to project boards and moving PRs to certain columns.
+
Fixed stamina bar display on the host.
+
Resolved warnings caused by hiding inherited members.
+
Added more tests for the containers system.
+
+
+
CosmicCoincidence
+
+
Updated startup logo.
+
Updated the human, hair, organs, and clothing models.
+
Added some basic items & furniture from the old branch.
+
Moved many assets from GoogleDrive to GitHub.
+
+
+
xk0fe
+
+
Added collider checks for child objects.
+
Renamed code, prefabs, objects, and inputs.
+
Changed object display names in the log.
+
+
+
Nath
+
+
Fixed duplicate player key bug.
+
Applied humble object pattern on substance containers.
+
+
+
John
+
+
Reworked how network settings are loaded.
+
Fixed overrides in the Engiborg prefab?
+
+
+
Assets
+
+
Kruzn returned with a couple more models for us, a modular stone altar for the chapel, and two variations on the status display monitor.
+
+
+
+
+
+
+
+
+
Art
+
+
ProbablyNot purpose in life is making these fabulous wallpapers for us!
+
+
+
+
And SmokingMan enjoys doing some chaotic/comedic scenes for us too!
+
+
+
+
+
+
Footnotes
+
+
If you want to contribute or take part in community discussions, join us in our Discord server.
“Medicine is a science of uncertainty and an art of probability.”
+
+
– William Osler
+
+
Q3 Recap
+
+
This quarter we have some fun things to show, albeit they are still in their infancy. We made further progress on the clothing system, started a health system, and made lots of fixes.
+
+
Inventory Rework and Basic Clothing
+
+
In preparation for his health system, Nath made some changes to the clothing and inventory systems. He made the inventory dynamic and now the slots are based on your limbs and clothing.
+
+
If a player loses a hand, they will lose that ui slot. No left hand, no left-hand slot. No torso, no backpack slot. If the player grows a third arm/hand, they get a 3rd hand slot.
+
+
Nath also set up some basic clothing to pair with the inventory rework. Similar to the limbs, if a player is wearing a jumpsuit, they will notice two pocket slots in their inventory UI. If they remove their jumpsuit, the pocket slots will be removed. In fact, they remain attached to the jumpsuit. So if you place an object in your pocket and remove the jumpsuit, the object stays in the jumpsuit. Articles of clothing are now searchable containers and different types will have different quantities of pockets in the future.
+
+
+
+
Currently gloves/shoes must be equipped separately due to the constraints of the system as is, but we intend to make that more intuitive in the future. Also, some bugs to fix.
+
+
+
Basic Health
+
+
Nath, inspired by past medical systems we had, wanted to make something more robust and is doing just that based on our recent designs. The system uses a combination of body parts and body layers to create a modular health system.
+
+
Body parts are what they sound like, that’s the character’s limbs, head, torso, organs, etc.. They are fully autonomous networked objects. The only special body part is the brain. If the brain dies, the character dies.
+
+
Body layers are essentially the separate sub-systems within the character. Body layers have their own health (can be damaged individually) and will eventually have special behaviors. A human has several biological sub-systems such as muscular, nervous, skeletal, circulatory, and organs which all work in various ways to keep the human alive. Whereas a cyborg may have various electrical sub-systems that keep them operating (cyborgs not implemented yet).
+
+
He also added detachable limbs and different types of damage; brute, energy, chemical, and oxygen loss. Body layers can have resistances or vulnerabilities to different damage types. Damages all behave the same, they contribute to the total damage amount of a body part. If the body part takes enough damage it is destroyed (simply vanishes for now). Body parts can be severed however as long as it is not destroyed first. Severing hands prevents the character from using hands in any way. Severing feet currently prevents the character from walking/running. If the head is severed, the “soul” stays with the head since that is where the brain resides. If the brain dies somehow the soul becomes a ghost.
+
+
Since combat hasn’t been worked on yet, Nath simply added some basic ‘click to add damage’ actions and console commands to use as testing for now.
+
+
+
+
Container System Simplification
+
+
First, Nath merged our Container and AttachedContainer scripts since there were very few situations we may need a container not attached to a game object. Then he removed the size feature on items which allowed them to take up different amounts of space in a container. This feature is nice in theory but as of now, we haven’t agreed on how that should be visualized and can be re-added in the future.
+
+
Finally, he fixed several bugs with the system; item sprites no longer glitching when moving them, dropping item sprite on container window edges no longer causes glitching, removed redundant calls and events, and items now get placed in containers where the mouse released them.
+
+
Details
+
+
Nath
+
+
Fixed held item rotations.
+
Fixed the command system not being able to be called on clients.
+
Updated fishnet from 2.6.6 to 3.10.
+
Added stylecop for linting scripts.
+
Moved some things to editor-only to fix build errors.
+
Fixed issue with containers causing a possible stack overflow.
+
+
+
John
+
+
Added an editor configuration file.
+
Refactored game screens and smoothed the embarking process.
+
Refactored Save and Tile systems to be more log-friendly.
+
Added a missing asset in the project settings.
+
+
+
IAmTeapot
+
+
Added Runtime Inspector, Runtime Hierarchy, & Inspect Plus plugins.
+
Fixed commands failing to execute.
+
+
+
Assets
+
+
Konstantin is keeping the asset section alive this quarter with a couple of AI faces based on JC Denton from Deus Ex.
+
+
+
+
+
+
+
+
+
Art
+
+
SmokingMan made this month’s blog art!
+
+
+
+
Footnotes
+
+
Interested in more frequent updates or hanging out with our community? Join our Discord!
+
+
+
+
+
+
+
+
+
+
diff --git a/404.html b/404.html
new file mode 100644
index 0000000000..68c8c9a69a
--- /dev/null
+++ b/404.html
@@ -0,0 +1,374 @@
+
+
+
+
+
+
+
+
+
+
+SS3D | This is a 3D recreation of Space Station 13, on the Unity engine, which will come with its own set of gameplay/graphical improvements.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+## Requirements
+
+- [jekyll](https://jekyllrb.com/docs/installation/)
+- [rmagick](https://github.com/rmagick/rmagick)
+
+## Local Setup
+
+### On Linux
+
+Linux is the simplest as it's what these technologies are designed for. Especially ubuntu:
+
+ sudo apt install libmagickwand-dev
+ gem install jekyll bundler rmagick
+ git clone https://github.com/RE-SS3D/SS3D-Website
+ cd Website
+ bundle
+
+### On Windows
+
+On windows you need to use [WSL - Ubuntu](https://www.microsoft.com/en-nz/p/ubuntu-1804-lts/9n9tngvndl3q?rtc=1&activetab=pivot:overviewtab) Search for the 18.04 version otherwise you will get errors. The instructions below are based on the [jekyll WSL instructions](https://jekyllrb.com/docs/installation/windows/) and [rmagick install instructions](https://github.com/rmagick/rmagick).
+
+Once ubuntu is downloaded, open up powershell or command prompt, or directly open ubuntu (and skip the first line).
+
+ bash
+ sudo apt update -y && sudo apt upgrade -y
+ sudo apt-add-repository ppa:brightbox/ruby-ng -y
+ sudo apt install ruby2.5 ruby2.5-dev build-essential dh-autoreconf libmagickwand-dev -y
+ sudo gem update (ignore errors and continue)
+ sudo gem install jekyll:3.1.6 rmagick:5.1.0 bundler:2.3.6
+ jekyll -v (should report 3.1.6)
+ cd "website location" (or open the console form the website location)
+ sudo bundle install
+
+Enter each line one by one, the whole process might take a while.
+You can confirm jekyll is installed by entering:
+
+ jekyll -v
+
+Finally, whenever you want to run the website, open bash and navigate to the folder in which this repo is cloned,
+then follow the next section.
+
+*Hint: you can easily open ubuntu at a desired folder by opening the folder, shift-right clicking on an empty section in the folder with nothing selected, and selecting 'Open PowerShell window here', then typing `bash` into the prompt.*
+
+## Running local website
+
+ bundle exec jekyll serve
+
+Add:
+
+- `--watch` for automatically rebuilding site for any changes.
+- `--host 0.0.0.0` to make server listen on all IPs, to allow for mobile testing.
+- `--future` if you are testing a blog post with a date/time in the future.
+
+Website should be accessible at
+
+## Creating the Devblog
+
+A template for the blog posts exists at [./_drafts/devblog-format.md](./_drafts/devblog-format.md).
+
+A checklist regarding the process of the devblog can be found on our [management board](https://trello.com/c/jLB9dKJH).
+
+## LICENSE
+
+All **CODE** falls under the **[MIT](https://github.com/RE-SS3D/.github/blob/main/LICENSE-CODE.md)** license.
+
+All **ASSETS** fall under the **[CC BY-NC-SA 4.0](https://github.com/RE-SS3D/.github/blob/main/LICENSE-ASSETS.md)** license.
diff --git a/about/index.html b/about/index.html
new file mode 100644
index 0000000000..9f3aed3dab
--- /dev/null
+++ b/about/index.html
@@ -0,0 +1,388 @@
+
+
+
+
+
+
+
+
+
+
+About | SS3D
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
What is SS3D?
+
+
Space Station 3D is a resurrection of *beep’s original SS3D. If you go digging for the original SS3D, you’ll find bits and pieces, but you will ultimately find a trail that ends in silence.
+
+
What is the original SS3D and who is *beep?
+
+
One day in early 2018, an individual by the name of *beep decided to create a demo game called SS3D (a 3D recreation of Space Station 13 using the Unity game engine). *beep was brilliant, and for those few wonderful months of early 2018, *beep made leaps of progress faster than any remake before. The dream of SS3D was becoming certain and inevitable.
+
+
+
+
These videos are reuploads of *beep's original SS3D and are NOT representitive of the current SS3D project or its progress!
+
+
+
But when the world needed him most, he vanished… No trace, no word, no *beep. The only thing left behind were a couple of files, a .blend, and a .pdf… Though *beep had intended to release the game open source, all of the development up to that point was still private and had vanished along with him.
+
+
Many were appalled by this tragedy, some were content to continue waiting for *beep’s return, a few handfuls of individuals chased after the ghost of *beep, searching every trail for any clue of what happened or where *beep went, but always found nothing.
+
+
Eventually, several months later, a message came from the hands of one who was once beneath *beep: “it’s dead,” and “I’m sorry.” Suddenly and with little to no notice, almost every memory of communications regarding the project was neatly tidied up and packaged for prosperity, and all the rest was deleted or left to deliberate anarchy.
+
+
In the ashes immediately following the abandonment of the project to the horribly transient nature of anarchy, a suggestion was formed that some should take up the mantle and continue the project. A modest amount of support was garnered, and very quickly a very crude team was thrown together. The new project was named “RE:SS3D” (since then, we have made significant progress and dropped the “RE:”).
+
+
What’s the state of the current SS3D?
+
+
SS3D is fully open-source and is located on GitHub. We have quite a few dedicated contributors of different types, although, admittedly our art departments move a bit faster than the technical ones. See our progress on our Devblog page.
+
+
I want to help!
+
+
You can help out in multiple ways, just check out our Contribute page and come say “Hello” in our Discord server!
+
+
Thanks!
+
+
Oftentimes life imposes itself on our voluntary contributors, sadly resulting in their departures. Some people relate this back to *beep and wonder if he simply got caught up with other aspects life and didn’t have time to continue his project. Thankfully, the open-source nature of the new project allows others to pick up where previous individuals left off, which limits the negative impact of such departures.
+
+
We deeply thank each and every individual who contributed over the years in any form and hope that they will come back in the future to see or even play the game that they helped create.
Paypal
+(or send directly to: “RESS3D.project@gmail.com”)
+
+
Development
+
+
If you’re a programmer, 2D artist, 3D modeler, musician, programmer, animator, soundcloud rapper, or especially a programmer, we need you!
+
+
To start on any of these, read the appropriate sections below which contains links to guides and task boards for those contribution types. Once you have a task in mind, contact a council member on our Discord.
+
+
The game itself is being developed in the Unity game engine. You can find what version of Unity we use and instructions on setting up our project on our developer guide.
Feel free to help on any of our 3 repositories as they could all use your help, but since most of you are here to help with the game itself, visit the SS3D Issues page and use the labels to help find a task you are interested in.
Then visit our models board for general models and the rig models board for models related to rigging (characters, clothes, vehicles, etc.)
+
+
We recommend using Blender as it’s free and open-source, thus it’s easily accessible by most people, and as a result our modeler’s kit is mostly designed for use with Blender.
If it’s related to the character rig, we have a Character Animation Kit but it’s currently only set up for Maya users, although you can use Blender to animate too.
Yet another Space Station 13 remake…
+but we added an extra dimension to this one.
+(More info on our About page.)
+
+
How much will the game cost?
+
+
It’s open source and free.
+
+
What SS13 codebase are you following?
+
+
We are mostly following a simplified TG core, but we are taking influence from all SS13 codebases and even remakes.
+
+
What camera angle is it going to be? Will there be VR?
+
+
Were staying with the classic top-down but ours will be at a bit of an angle to appreciate the 3D environment and will have a rotatable camera.
+
+
We do not plan to implement first-person/VR or any other camera perspective in our initial release. Although it shouldn’t be super difficult for separate server or codebase to make the switch. We do like teasing you though so, in the meantime, enjoy this 1st-person camera test and isometric camera test made by one of our devs.
+
+
Is there a playable demo?
+
+
Our Download page will automatically download out latest release, but you can find more detailed info on our GitHub repo.
+
+
Just don’t expect much to do yet as the game is currently in a ‘pre-alpha’ phase as we do some redesigning, documenting, core system work, and basic system implementation. During this early phase there are not many systems, content, or even interactions. What you see in the current project is just the beginning to something much, much greater.
+
+
When will the game be completed?
+
+
The game likely won’t be to the playable state SS13 has for a couple years.
+
+
What engine does it use?
+
+
The game is being built in Unity, and uses FishNet for networking. For legal reasons, we don’t use assets from the Unity Asset Store, but open-source assets are fine.
+
+
What license is the project distributed under?
+
+
All code assets use the MIT license, only requiring attribution when used.
+
+
All art assets use the CC BY-NC-SA 4.0 license, requiring attribution, same license, and only for non-commercial uses. Keep in mind that contributions are NOT retractable. Once submitted, the project has the license to use your contribution indefinitely.
+
+
Will there be “X” feature?
+
+
Since the project is open source, if we don’t add it, you’ll be free to add it yourself. We do however aim to port over the more basic version of the game (SS13), and more content can be added later by other people or servers. The most significant changes will be redesigns of the shortcomings and limitations of SS13 and its engine.
+
+
How can I help?
+
+
There are several ways you can help, from 2d art, 3d art, sfx, programming, web development and more, just visit our Contribute page and come join our Discord!
+
+
Who is *beep?
+
+
*beep is the individual who started the first SS3D, our project is a ressurection of his. For more info on his tale check out our About page.
+
+
His current status and whereabouts are still unknown. If only he had turned his damn suit sensors on…
+
+
+
+
+
+
+
+
+
diff --git a/feed.xml b/feed.xml
new file mode 100644
index 0000000000..15f59f62d4
--- /dev/null
+++ b/feed.xml
@@ -0,0 +1,823 @@
+Jekyll2023-12-01T17:12:02+00:00https://ss3d.space/feed.xmlSS3DThis is a 3D recreation of Space Station 13, on the Unity engine, which will come with its own set of gameplay/graphical improvements. 23.07-09: 2023 3rd Quarter Devblog2023-10-07T11:30:00+00:002023-10-07T11:30:00+00:00https://ss3d.space/2023/10/07/23.09<p><em>“Medicine is a science of uncertainty and an art of probability.”</em></p>
+
+<p>– William Osler</p>
+
+<h1 id="q3-recap">Q3 Recap</h1>
+
+<p>This quarter we have some fun things to show, albeit they are still in their infancy. We made further progress on the clothing system, started a health system, and made lots of fixes.</p>
+
+<h1 id="inventory-rework-and-basic-clothing">Inventory Rework and Basic Clothing</h1>
+
+<p>In preparation for his health system, <strong>Nath</strong> made some changes to the clothing and inventory systems. He made the inventory dynamic and now the slots are based on your limbs and clothing.</p>
+
+<p>If a player loses a hand, they will lose that ui slot. No left hand, no left-hand slot. No torso, no backpack slot. If the player grows a third arm/hand, they get a 3rd hand slot.</p>
+
+<p><strong>Nath</strong> also set up some basic clothing to pair with the inventory rework. Similar to the limbs, if a player is wearing a jumpsuit, they will notice two pocket slots in their inventory UI. If they remove their jumpsuit, the pocket slots will be removed. In fact, they remain attached to the jumpsuit. So if you place an object in your pocket and remove the jumpsuit, the object stays in the jumpsuit. Articles of clothing are now searchable containers and different types will have different quantities of pockets in the future.</p>
+
+<div>
+ <iframe class="video" width="580px" height="325px" src="https://www.youtube-nocookie.com/embed/Xm1Fw9bgCRc" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
+ <h5>Currently gloves/shoes must be equipped separately due to the constraints of the system as is, but we intend to make that more intuitive in the future. Also, some bugs to fix.</h5>
+</div>
+
+<h1 id="basic-health">Basic Health</h1>
+
+<p><strong>Nath</strong>, inspired by past medical systems we had, wanted to make something more robust and is doing just that based on our <a href="https://ss3d.gitbook.io/design/entities/health" target="_blank">recent designs</a>. The system uses a combination of body parts and body layers to create a modular health system.</p>
+
+<p>Body parts are what they sound like, that’s the character’s limbs, head, torso, organs, etc.. They are fully autonomous networked objects. The only special body part is the brain. If the brain dies, the character dies.</p>
+
+<p>Body layers are essentially the separate sub-systems within the character. Body layers have their own health (can be damaged individually) and will eventually have special behaviors. A human has several biological sub-systems such as muscular, nervous, skeletal, circulatory, and organs which all work in various ways to keep the human alive. Whereas a cyborg may have various electrical sub-systems that keep them operating (cyborgs not implemented yet).</p>
+
+<p>He also added detachable limbs and different types of damage; brute, energy, chemical, and oxygen loss. Body layers can have resistances or vulnerabilities to different damage types. Damages all behave the same, they contribute to the total damage amount of a body part. If the body part takes enough damage it is destroyed (simply vanishes for now). Body parts can be severed however as long as it is not destroyed first. Severing hands prevents the character from using hands in any way. Severing feet currently prevents the character from walking/running. If the head is severed, the “soul” stays with the head since that is where the brain resides. If the brain dies somehow the soul becomes a ghost.</p>
+
+<p>Since combat hasn’t been worked on yet, <strong>Nath</strong> simply added some basic ‘click to add damage’ actions and console commands to use as testing for now.</p>
+
+<iframe class="video" width="580px" height="325px" src="https://user-images.githubusercontent.com/14344825/264783405-63f1a999-fc81-4f36-bafc-1bb6dae2a3be.mp4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
+
+<h1 id="container-system-simplification">Container System Simplification</h1>
+
+<p>First, <strong>Nath</strong> merged our Container and AttachedContainer scripts since there were very few situations we may need a container not attached to a game object. Then he removed the size feature on items which allowed them to take up different amounts of space in a container. This feature is nice in theory but as of now, we haven’t agreed on how that should be visualized and can be re-added in the future.</p>
+
+<p>Finally, he fixed several bugs with the system; item sprites no longer glitching when moving them, dropping item sprite on container window edges no longer causes glitching, removed redundant calls and events, and items now get placed in containers where the mouse released them.</p>
+
+<h2 id="details">Details</h2>
+
+<p><strong>Nath</strong></p>
+<ul>
+ <li>Fixed held item rotations.</li>
+ <li>Fixed the command system not being able to be called on clients.</li>
+ <li>Updated fishnet from 2.6.6 to 3.10.</li>
+ <li>Added stylecop for linting scripts.</li>
+ <li>Moved some things to editor-only to fix build errors.</li>
+ <li>Fixed issue with containers causing a possible stack overflow.</li>
+</ul>
+
+<p><strong>John</strong></p>
+<ul>
+ <li>Added an editor configuration file.</li>
+ <li>Refactored game screens and smoothed the embarking process.</li>
+ <li>Refactored Save and Tile systems to be more log-friendly.</li>
+ <li>Added a missing asset in the project settings.</li>
+</ul>
+
+<p><strong>IAmTeapot</strong></p>
+<ul>
+ <li>Added Runtime Inspector, Runtime Hierarchy, & Inspect Plus plugins.</li>
+ <li>Fixed commands failing to execute.</li>
+</ul>
+
+<h2 id="assets">Assets</h2>
+
+<p><strong>Konstantin</strong> is keeping the asset section alive this quarter with a couple of AI faces based on JC Denton from Deus Ex.</p>
+
+<div class="horizontal-2">
+
+ <div class="image"><a href="/assets/img/posts/23.07-09/JCDenton.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/JCDenton-580x580.png 580w, /assets/resized/JCDenton-290x290.png 290w, /assets/resized/JCDenton-170x170.png 170w, /assets/resized/JCDenton-145x145.png 145w, /assets/img/posts/23.07-09/JCDenton.png 700w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+
+ <div class="image"><a href="/assets/img/posts/23.07-09/JCDentonSimple.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/JCDentonSimple-580x580.png 580w, /assets/resized/JCDentonSimple-290x290.png 290w, /assets/resized/JCDentonSimple-170x170.png 170w, /assets/resized/JCDentonSimple-145x145.png 145w, /assets/img/posts/23.07-09/JCDentonSimple.png 700w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+</div>
+
+<h2 id="art">Art</h2>
+
+<p><strong>SmokingMan</strong> made this month’s blog art!</p>
+
+<div class="image"><a href="/assets/img/art/SmokingMan/MedicalScience.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/MedicalScience-580x326.png 580w, /assets/resized/MedicalScience-290x163.png 290w, /assets/resized/MedicalScience-170x96.png 170w, /assets/resized/MedicalScience-145x82.png 145w, /assets/img/art/SmokingMan/MedicalScience.png 1920w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="footnotes">Footnotes</h2>
+
+<p>Interested in more frequent updates or hanging out with our community? Join our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a>!</p>CosmicCoincidence“Medicine is a science of uncertainty and an art of probability.”23.04-06: 2023 2nd Quarter Devblog2023-07-05T11:30:00+00:002023-07-05T11:30:00+00:00https://ss3d.space/2023/07/05/23.06<p><em>“We will follow the science no matter where it leads, even to death or destruction.”</em></p>
+
+<p>– RD</p>
+
+<h1 id="q2-recap">Q2 Recap</h1>
+
+<p>This past quarter has been a slow one, but we are still working hard!</p>
+
+<p>A few months ago we started the slow process of reviewing and moving game assets from our GoogleDrive to our new GitHub <a href="https://github.com/RE-SS3D/SS3D-art" target="_blank">art repo</a>, the process is slow going but we’ve made decent progress over the last few months. It’s a good time to work on this because a lot of our assets haven’t been examined by anyone in a long time and it’s advantageous to have them reviewed now while they are not needed in-game yet. Eventually we plan to embed the art repo into the game repo so that the assets do not need to be updated at multiple locations.</p>
+
+<h2 id="details">Details</h2>
+
+<p><strong>LightVelox</strong></p>
+<ul>
+ <li>Applied humble object pattern on items.</li>
+</ul>
+
+<p><strong>iamteapot</strong></p>
+<ul>
+ <li>Added lights to lockers based on lock status.</li>
+ <li>Changed the IngameDebugConsole location.</li>
+ <li>Fixed stored items being rendered.</li>
+ <li>Added camera rotation with mouse drag.</li>
+ <li>Reworked inconsistent icon rendering in the tilemap editor.</li>
+</ul>
+
+<p><strong>mchlopecki</strong> (new contributor)</p>
+<ul>
+ <li>Fixed skybox connections.</li>
+</ul>
+
+<p><strong>CiciSpace</strong> (new contributor)</p>
+<ul>
+ <li>Normalized movement speed.</li>
+</ul>
+
+<p><strong>Ryan</strong></p>
+<ul>
+ <li>Added summarized test results with CI.</li>
+ <li>Automated self-assigning issues.</li>
+ <li>Automated opening project boards based on milestones.</li>
+ <li>Automated adding issues/prs to project boards and moving PRs to certain columns.</li>
+ <li>Fixed stamina bar display on the host.</li>
+ <li>Resolved warnings caused by hiding inherited members.</li>
+ <li>Added more tests for the containers system.</li>
+</ul>
+
+<p><strong>CosmicCoincidence</strong></p>
+<ul>
+ <li>Updated startup logo.</li>
+ <li>Updated the human, hair, organs, and clothing models.</li>
+ <li>Added some basic items & furniture from the old branch.</li>
+ <li>Moved many assets from GoogleDrive to GitHub.</li>
+</ul>
+
+<p><strong>xk0fe</strong></p>
+<ul>
+ <li>Added collider checks for child objects.</li>
+ <li>Renamed code, prefabs, objects, and inputs.</li>
+ <li>Changed object display names in the log.</li>
+</ul>
+
+<p><strong>Nath</strong></p>
+<ul>
+ <li>Fixed duplicate player key bug.</li>
+ <li>Applied humble object pattern on substance containers.</li>
+</ul>
+
+<p><strong>John</strong></p>
+<ul>
+ <li>Reworked how network settings are loaded.</li>
+ <li>Fixed overrides in the Engiborg prefab?</li>
+</ul>
+
+<h2 id="assets">Assets</h2>
+
+<p><strong>Kruzn</strong> returned with a couple more models for us, a modular stone altar for the chapel, and two variations on the status display monitor.</p>
+
+<div class="horizontal-2">
+
+ <div class="image"><a href="/assets/img/posts/23.04-06/StatusMonitor.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/StatusMonitor-580x387.png 580w, /assets/resized/StatusMonitor-290x193.png 290w, /assets/resized/StatusMonitor-170x113.png 170w, /assets/resized/StatusMonitor-145x97.png 145w, /assets/img/posts/23.04-06/StatusMonitor.png 900w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+
+ <div class="image"><a href="/assets/img/posts/23.04-06/StoneChapelAltar.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/StoneChapelAltar-580x387.png 580w, /assets/resized/StoneChapelAltar-290x193.png 290w, /assets/resized/StoneChapelAltar-170x113.png 170w, /assets/resized/StoneChapelAltar-145x97.png 145w, /assets/img/posts/23.04-06/StoneChapelAltar.png 900w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+</div>
+
+<h2 id="art">Art</h2>
+
+<p><strong>ProbablyNot</strong> purpose in life is making these fabulous wallpapers for us!</p>
+
+<div class="image"><a href="/assets/img/art/ProbablyNot/Researcher.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Researcher-580x326.png 580w, /assets/resized/Researcher-290x163.png 290w, /assets/resized/Researcher-170x96.png 170w, /assets/resized/Researcher-145x82.png 145w, /assets/img/art/ProbablyNot/Researcher.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p>And <strong>SmokingMan</strong> enjoys doing some chaotic/comedic scenes for us too!</p>
+
+<div class="image"><a href="/assets/img/art/SmokingMan/Spessmen.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Spessmen-580x326.png 580w, /assets/resized/Spessmen-290x163.png 290w, /assets/resized/Spessmen-170x96.png 170w, /assets/resized/Spessmen-145x82.png 145w, /assets/img/art/SmokingMan/Spessmen.png 2112w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<div class="image"><a href="/assets/img/art/SmokingMan/ShoeStealer.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/ShoeStealer-580x326.png 580w, /assets/resized/ShoeStealer-290x163.png 290w, /assets/resized/ShoeStealer-170x96.png 170w, /assets/resized/ShoeStealer-145x82.png 145w, /assets/img/art/SmokingMan/ShoeStealer.png 2112w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="footnotes">Footnotes</h2>
+
+<p>If you want to contribute or take part in community discussions, join us in our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a> server.</p>CosmicCoincidence“We will follow the science no matter where it leads, even to death or destruction.”23.01-03: 2023 1st Quarter Devblog2023-04-06T11:30:00+00:002023-04-06T11:30:00+00:00https://ss3d.space/2023/04/06/23.03<p><em>“The Line between disorder and order lies in Logistics.”</em></p>
+
+<p>– Sun Tzu</p>
+
+<h1 id="q1-recap">Q1 Recap</h1>
+
+<p>This quarter has been our most productive quarter in at least a year. This includes new documentation, promising progress on the core rework, and even some new features we didn’t have before the rework like addressable asset data and character roles.</p>
+
+<p>Also, a big thanks to our maintainers; none of these contributions would make it into the game without proper review and testing by them. I feel it is important to remember and thank them as they do a lot of work but sometimes get forgotten in these blogs. So, thanks again to our maintainers!</p>
+
+<h2 id="documentation">Documentation</h2>
+
+<p>Due to <strong>John’s</strong> initiative, we made a huge improvement recently that impacts every aspect of our development. Which is us finally having a quality documentation solution. Before this year, we have been using Google documents in folders on our Google Drive, but now, we are using GitBook (<a href="https://ss3d.gitbook.io" target="_blank">https://ss3d.gitbook.io</a>). Thanks to GitBook for sponsoring us with a free premium account via their open-source program!</p>
+
+<p>Our GitBook, being new, may see some restructuring and lots of additions still. Currently, we have 4 main spaces; Design, Art Guide, Dev Guide, & Systems. “Design” is our game design documentation. “Art Guide” & “Dev Guide” are our contributor guidelines. While “Systems” is similar to “Design” but is for the technical documentation related to implementation.</p>
+
+<p>Since the game we are making is community-oriented, feel free to read up on our <a href="https://ss3d.gitbook.io/design/" target="_blank">Design page</a> and share your thoughts on our Discord or GitHub.</p>
+
+<p>Also, if you’re curious about seeing our development progress in the form of a plan and where we are in that plan, see our <a href="https://ss3d.gitbook.io/dev-guide/roadmap" target="_blank">Roadmap page</a>.</p>
+
+<h2 id="rework">Rework</h2>
+
+<p>As you likely know if you read our last blog or are active in our Discord, we have recently been overhauling the under-belly (underhauling?) of the game itself.</p>
+
+<p>This process began about 1 year ago with <strong>John</strong> starting on his own branch, then about 5-6 months ago he reached a point with his “underhaul” that more contributors started to assist. About a month after that we officially swapped over to using his branch as our new primary development branch.</p>
+
+<p>As of now, the rework is still incomplete but continues to shuffle forward as we port over our game systems & assets to the new branch.</p>
+
+<p><strong>John</strong> readded the interaction wheel for secondary interactions. He also readded item spawning from vending machines.</p>
+
+<p><strong>Broodje</strong> readded and reworked his previous tilemap system, fixing several bugs in the process. It is now play-mode only and no longer can be used in the editor. It also now has a simple UI window and hologram to show where and what tile you are placing. The system also now supports items embedded in the tilemap which means they can now be saved to the tilemap save file.</p>
+
+<div class="image"><a href="/assets/img/posts/23.01-03/TilemapEditor.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/TilemapEditor-580x435.png 580w, /assets/resized/TilemapEditor-290x218.png 290w, /assets/resized/TilemapEditor-170x128.png 170w, /assets/resized/TilemapEditor-145x109.png 145w, /assets/img/posts/23.01-03/TilemapEditor.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p><strong>CosmicCoincidence</strong> readded many objects including structures, wall-mounts, furniture, floor textures, etc.</p>
+
+<p><strong>Nath</strong> readded the basic player inventory and item sprite generation, while also fixing several bugs in the process. He readded our basic substance system with a few testable substances and fixed a few bugs. He also readded the container system and fixed bugs with it as well.</p>
+
+<h2 id="containers">Containers</h2>
+
+<p>After redoing the old container system, <strong>Nath</strong> introduced basic pockets, then went about rehauling the whole system. The rehaul makes the system more independent, easier to use, and more organized and efficient.</p>
+
+<h2 id="asset-data">Asset Data</h2>
+
+<p><strong>John</strong> implemented a new asset data system. The new system automates much of the process for contributors. The system uses addressable groups to determine how the assets are referenced, loaded, and used.</p>
+
+<h2 id="stamina">Stamina</h2>
+
+<p><strong>Ryan</strong> added a stamina sub-system. Ultimately it is a sub-system to the player health system but we do not have that yet so the stamina system currently is standalone.</p>
+
+<p>The specifics of the system may change over time, but currently, stamina decreases through various movements (eventually combat too), can regenerate over time, and can be trained through usage.</p>
+
+<h2 id="roles">Roles</h2>
+
+<p><strong>LightVelox</strong> implemented a new role system recently. For now, there are currently only 2 roles; security and assistant. Players can now start the round with a role (though there is currently no way to select what role they want), and the player will start with an item loadout based on that role (currently only spawns an ID and PDA). ID cards have even been given permission traits so they can do things such as unlock lockers or use certain doors.</p>
+
+<h2 id="controls">Controls</h2>
+
+<p>After replacing the input manager with a new input action asset, <strong>IAmTeapot</strong> reworked the input/controls system to now use toggling methods and input consumption which fixed several issues we had with the system. A short list of these issues includes; overlapping control schemes conflicting with each other, unwanted interactions happening while UI elements were focused, and drag and dropping item icons not working properly.</p>
+
+<h2 id="details">Details</h2>
+
+<p><strong>Ryan</strong></p>
+<ul>
+ <li>Readded the in-game console which got removed.</li>
+ <li>Fixed the pickup interaction using the wrong sprite.</li>
+ <li>Fixed player list on the host.</li>
+ <li>Fixed issue with items not dispensing on the host.</li>
+ <li>Fixed bug with the lobby menu not closing when joining a round.</li>
+ <li>Fixed bug with clients returning duplicate ckeys.</li>
+ <li>Fixed server list not updating when players left.</li>
+ <li>Applied new permission calls.</li>
+ <li>Added editor testing!</li>
+</ul>
+
+<p><strong>Notterox</strong></p>
+<ul>
+ <li>Upgraded our FishNet version.</li>
+</ul>
+
+<p><strong>Nath</strong></p>
+<ul>
+ <li>Added basic ghosts. When the player dies, they become a ghost.</li>
+ <li>Added serilog as our new logging library.</li>
+ <li>Fixed bug when trying to join a round that already started.</li>
+ <li>Fixed busy port bug in the editor.</li>
+ <li>Fixed a container collection error.</li>
+ <li>Fixed bug in server-only mode where clients couldn’t pick up items more than once.</li>
+ <li>Added new tools folder in the editor.</li>
+ <li>Fixed failure when building the project.</li>
+ <li>Helped move documentation to GitBook.</li>
+ <li>Fixed client-side input system issues.</li>
+ <li>Fixed client-side container UI issues.</li>
+ <li>Moved observer condition folder.</li>
+ <li>Updated hack files.</li>
+</ul>
+
+<p><strong>John</strong></p>
+<ul>
+ <li>Fixed the ‘ready up’ button on non-admin clients.</li>
+ <li>Added minds to entity workflow to better separate entity control.</li>
+ <li>Reworked the game build workflow.</li>
+ <li>Updated our Unity version, and fixes several errors.</li>
+ <li>Fixed clients not being able to join an editor-based server.</li>
+ <li>Fixed missing input system and inconsistent game UI.</li>
+ <li>Cleaned up many files in the project.</li>
+ <li>Reworked and documented the Actor GameObjects.</li>
+ <li>Helped move documentation to GitBook.</li>
+</ul>
+
+<p><strong>CosmicCoincidence</strong></p>
+<ul>
+ <li>Organized & renamed many Github assets and documents.</li>
+ <li>Moved & updated documentation on GitBook.</li>
+ <li>Small fixes to game info UI text.</li>
+ <li>Fixed a few item colliders.</li>
+</ul>
+
+<p><strong>SirReginald1</strong> (new contributor)</p>
+<ul>
+ <li>Added a checking method for authorization in the permission system.</li>
+</ul>
+
+<p><strong>IAmTeapot</strong></p>
+<ul>
+ <li>Fixed camera snap rotation snapping in the wrong direction.</li>
+ <li>Fixed issue with the camera zooming when scrolling in a UI window.</li>
+ <li>Reworked the in-game command console, and made several improvements.</li>
+ <li>Helped move and organize some files.</li>
+</ul>
+
+<p><strong>LightVelox</strong></p>
+<ul>
+ <li>Documented multiple systems and move them to GitBook.</li>
+ <li>Fixed the start button not updating properly.</li>
+ <li>Fixed the hand containers breaking depending on the item transfer method.</li>
+</ul>
+
+<p><strong>Alainx277</strong></p>
+<ul>
+ <li>Added ability for tests to run on forked repositories!</li>
+ <li>Moved the website builds from TravisCI to GitHub Actions.</li>
+</ul>
+
+<p><strong>Seteron</strong></p>
+<ul>
+ <li>Fixed the occupied port problem?</li>
+</ul>
+
+<p><strong>Konstantin3001</strong></p>
+<ul>
+ <li>Moved & updated <em>lots</em> of documentation on GitBook.</li>
+ <li>Created a <a href="https://ss3d.gitbook.io/art-guide/2d" target="_blank">2D art guide</a> and added it to GitBook.</li>
+ <li>Added several new design documents to the GitBook.</li>
+</ul>
+
+<p><strong>k0fe</strong> (new contributor)</p>
+<ul>
+ <li>Disabled physics for construction holograms.</li>
+ <li>Removed inventory and interactions from ghosts.</li>
+</ul>
+
+<h2 id="assets">Assets</h2>
+
+<p><strong>Konstantin3001</strong>, the go-to 2D lad at SS3D, refuses to quit delivering pure quality assets for us. Recently he submitted a new winter skybox for the holodeck (<a href="/assets/img/posts/20.05.01/Beach_Holodeck.png" target="_blank">see his beach one here</a>), and new food & glass particles!</p>
+
+<div class="image"><a href="/assets/img/posts/23.01-03/Konstantin_HolodeckWinter.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Konstantin_HolodeckWinter-580x435.png 580w, /assets/resized/Konstantin_HolodeckWinter-290x218.png 290w, /assets/resized/Konstantin_HolodeckWinter-170x128.png 170w, /assets/resized/Konstantin_HolodeckWinter-145x109.png 145w, /assets/img/posts/23.01-03/Konstantin_HolodeckWinter.png 1300w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<div class="horizontal-2">
+
+ <div class="image"><a href="/assets/img/posts/23.01-03/KonFoodParticles.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/KonFoodParticles-580x435.png 580w, /assets/resized/KonFoodParticles-290x218.png 290w, /assets/resized/KonFoodParticles-170x128.png 170w, /assets/resized/KonFoodParticles-145x109.png 145w, /assets/img/posts/23.01-03/KonFoodParticles.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+
+ <div class="image"><a href="/assets/img/posts/23.01-03/KonGlassParticles.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/KonGlassParticles-580x435.png 580w, /assets/resized/KonGlassParticles-290x218.png 290w, /assets/resized/KonGlassParticles-170x128.png 170w, /assets/resized/KonGlassParticles-145x109.png 145w, /assets/img/posts/23.01-03/KonGlassParticles.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+</div>
+
+<p><strong>Grimmie</strong> popped in for a visit and decided to submit this directional grille model.</p>
+
+<div class="image"><a href="/assets/img/posts/23.01-03/Grimmie_Grille.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Grimmie_Grille-580x435.png 580w, /assets/resized/Grimmie_Grille-290x218.png 290w, /assets/resized/Grimmie_Grille-170x128.png 170w, /assets/resized/Grimmie_Grille-145x109.png 145w, /assets/img/posts/23.01-03/Grimmie_Grille.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p><strong>Kruzn</strong> (new contributor) made this simple but sweet meteoroid for us!</p>
+
+<div class="image"><a href="/assets/img/posts/23.01-03/Kruzn_Meteoroid.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Kruzn_Meteoroid-580x435.png 580w, /assets/resized/Kruzn_Meteoroid-290x218.png 290w, /assets/resized/Kruzn_Meteoroid-170x128.png 170w, /assets/resized/Kruzn_Meteoroid-145x109.png 145w, /assets/img/posts/23.01-03/Kruzn_Meteoroid.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="art">Art</h2>
+
+<p><strong>SmokingMan</strong> spontaneously rendered another image for us!</p>
+
+<div class="image"><a href="/assets/img/art/SmokingMan/SmokingMan_Beeer.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/SmokingMan_Beeer-580x326.png 580w, /assets/resized/SmokingMan_Beeer-290x163.png 290w, /assets/resized/SmokingMan_Beeer-170x96.png 170w, /assets/resized/SmokingMan_Beeer-145x82.png 145w, /assets/img/art/SmokingMan/SmokingMan_Beeer.png 1920w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p>Did you really expect this masterful render to be done by anyone other <strong>ProbablyNot</strong>?</p>
+
+<div class="image"><a href="/assets/img/art/ProbablyNot/ProbablyNot_QM.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/ProbablyNot_QM-580x326.png 580w, /assets/resized/ProbablyNot_QM-290x163.png 290w, /assets/resized/ProbablyNot_QM-170x96.png 170w, /assets/resized/ProbablyNot_QM-145x82.png 145w, /assets/img/art/ProbablyNot/ProbablyNot_QM.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p>And <strong>CosmicCoincidence</strong> made a 3D variant of SS13’s classic logo and some banners using previously submitted wallpapers.</p>
+
+<div class="horizontal-2">
+ <p><img src="https://raw.githubusercontent.com/RE-SS3D/SS3D-Art/main/Artwork/Logos/SS3D/SpaceStation3D.png" alt="beep banner" />
+ <img src="https://raw.githubusercontent.com/RE-SS3D/SS3D-Art/main/Artwork/Logos/SS3D/SS3D.png" alt="beep banner" /></p>
+</div>
+
+<p><img src="https://raw.githubusercontent.com/RE-SS3D/SS3D-Art/main/Artwork/Banners/BorderedBanners/SS3DBanner1.png" alt="SS3D Banner 1" /></p>
+
+<p><img src="https://raw.githubusercontent.com/RE-SS3D/SS3D-Art/main/Artwork/Banners/BorderedBanners/SS3DBanner2.png" alt="SS3D Banner 2" /></p>
+
+<p><img src="https://raw.githubusercontent.com/RE-SS3D/SS3D-Art/main/Artwork/Banners/BorderedBanners/SS3DBanner3.png" alt="SS3D Banner 3" /></p>
+
+<p><img src="https://raw.githubusercontent.com/RE-SS3D/SS3D-Art/main/Artwork/Banners/BorderedBanners/SS3DBanner4.png" alt="SS3D Banner 4" /></p>
+
+<h2 id="footnotes">Footnotes</h2>
+
+<p>As always, if you want to follow along with our development & community, joining our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a> is the best way to do so.</p>CosmicCoincidence“The Line between disorder and order lies in Logistics.”22.10-12: 2022 4th Quarter Devblog2023-01-08T11:30:00+00:002023-01-08T11:30:00+00:00https://ss3d.space/2023/01/08/22.12<p>We here at SS3D hope you all enjoyed your holidays despite being the naughty little boys and girls we know many of you are. After dropping off a large chunk of coal for us, Santa did actually bring us something great this year, he brought us <em>closer together</em>. Thanks, Santa!</p>
+
+<h1 id="q4-recap">Q4 Recap</h1>
+
+<p>The 4th quarter of 2022 saw an uptick in productivity as a result of <strong>John’s</strong> progress on the rework.</p>
+
+<p>As a result of the large rework, we have now reset our release versioning as well. This should have been done earlier in the year when we switched to the rework branch as our primary developing branch but we got ahead of ourselves I guess.</p>
+
+<p>I’m pleased to say that, despite a lot of work to do still on the rework, we have moved to the point where we can begin working on other systems not included or directly relating to said rework. Gamemodes being the first big one.</p>
+
+<h2 id="rework">Rework</h2>
+
+<p><strong>John</strong> has been still porting over our old systems to the new branch and recently has been getting help from a few other contributors. One of the main tweaks he did recently was converting our networking system from Mirror over to FishNet.</p>
+
+<p>He made more progress with player spawning from last quarter. Players now despawn at the end of a round. Players now have ‘minds’ (consciousness, soul, w/e), so now a player’s mind can be transferred to another entity, become a ghost when their body dies, etc..</p>
+
+<p>He also managed to port over the interaction system, mostly. So basic interactions should be working again, mostly.</p>
+
+<h2 id="gamemodes">Gamemodes</h2>
+
+<p><strong>LightVelox</strong> implemented our first functioning gamemode system. The system is fairly basic but allows for traitors to occur, traitors have objectives, and now a proper way to end a round. The round ends when the objectives are complete. Objectives can also fail. Currently, the traitor gamemode is rudimentary with just 1 objective (try to detonate the nuke) but will be expanded with time.</p>
+
+<p><strong>Ryan</strong> refactored the above system to separate domain layer from application services and implemented unit testing for domain layer. He later added functionality for group-based objectives, including both cooperative and competitive types.</p>
+
+<h2 id="details">Details</h2>
+
+<p><strong>John</strong></p>
+<ul>
+ <li>reworked our application settings.</li>
+ <li>improved asset data handling.</li>
+ <li>removed duplicate event system.</li>
+ <li>repaired the false start issue (admins could start a round after it already started).</li>
+ <li>updated various programming documentation.</li>
+ <li>fixed <em>many</em> bugs.</li>
+</ul>
+
+<p><strong>iamteapot</strong></p>
+<ul>
+ <li>fixed a problem not being able to make builds.</li>
+ <li>added a command console to allow various debug commands to assist testing.</li>
+ <li>fixed the camera so it smoothly follows the player, now accounting for minds.</li>
+ <li>fixed discord integration.</li>
+</ul>
+
+<p><strong>Ryan</strong></p>
+<ul>
+ <li>fixed the item layer requirements.</li>
+</ul>
+
+<p><strong>LightVelox</strong></p>
+<ul>
+ <li>fixed drop interaction not showing in the interaction wheel.</li>
+ <li>fixed memory leak caused by event listeners.</li>
+</ul>
+
+<h2 id="textures">Textures</h2>
+
+<p><strong>CosmicCoincidence</strong> rendered the classic <a href="/assets/img/posts/22.10-12/ss13sign.png" target="_blank">SS13 floor plaque</a> as textures, with normal maps.</p>
+
+<div class="image"><a href="/assets/img/posts/22.10-12/SS13SignTextures.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/SS13SignTextures-580x435.png 580w, /assets/resized/SS13SignTextures-290x218.png 290w, /assets/resized/SS13SignTextures-170x128.png 170w, /assets/resized/SS13SignTextures-145x109.png 145w, /assets/img/posts/22.10-12/SS13SignTextures.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p><strong>ProbablyNot</strong> gave some more love to our floor tiles by rendering a new normal map and even an ambient occlusion map, both of which have regular and inverted variations.</p>
+
+<div class="image"><a href="/assets/img/posts/22.10-12/PNTileMaps.jpg" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/PNTileMaps-580x435.jpg 580w, /assets/resized/PNTileMaps-290x218.jpg 290w, /assets/resized/PNTileMaps-170x128.jpg 170w, /assets/resized/PNTileMaps-145x109.jpg 145w, /assets/img/posts/22.10-12/PNTileMaps.jpg 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="models">Models</h2>
+
+<p><strong>ProbablyNot</strong> also made a reinforced light for security.</p>
+
+<div class="image"><a href="/assets/img/posts/22.10-12/PNSecLight.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/PNSecLight-580x435.png 580w, /assets/resized/PNSecLight-290x218.png 290w, /assets/resized/PNSecLight-170x128.png 170w, /assets/resized/PNSecLight-145x109.png 145w, /assets/img/posts/22.10-12/PNSecLight.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="art">Art</h2>
+
+<p>Normally <strong>ProbablyNot</strong> likes to hide the slime in his blog artwork (go back through previous months to see if you can find the slime hidden in his blog covers) but decided to mix it up this time.</p>
+
+<div class="image"><a href="/assets/img/art/ProbablyNot/ProbablyNot_Slime.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/ProbablyNot_Slime-580x326.png 580w, /assets/resized/ProbablyNot_Slime-290x163.png 290w, /assets/resized/ProbablyNot_Slime-170x96.png 170w, /assets/resized/ProbablyNot_Slime-145x82.png 145w, /assets/img/art/ProbablyNot/ProbablyNot_Slime.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="footnotes">Footnotes</h2>
+
+<p>If you’re curious about seeing more development from us, or contributing yourself, come join our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a> and say “Hello”!</p>CosmicCoincidenceWe here at SS3D hope you all enjoyed your holidays despite being the naughty little boys and girls we know many of you are. After dropping off a large chunk of coal for us, Santa did actually bring us something great this year, he brought us closer together. Thanks, Santa!22.07-09: 2022 3rd Quarter Devblog2022-10-17T11:30:00+00:002022-10-17T11:30:00+00:00https://ss3d.space/2022/10/17/22.09<p><em>“The pain you feel today will be the profit we earn tomorrow.”</em></p>
+
+<p>– Nanotrasen CEO</p>
+
+<h1 id="q3-recap">Q3 Recap</h1>
+
+<p>We continue to cheer on <strong>John</strong> from our padded recliners as he slogs away at the rework, hoping that he may find solid footing in the wastewater run-offs of the derelict constructions of our past, to one day set the foundation of our future.</p>
+
+<h2 id="rework">Rework</h2>
+
+<p>As you know we’ve been undergoing a major rework of our technical foundation, which is being spearheaded by <strong>John</strong>. He’s been slowly porting over some systems while reworking others. This quarter he rebuilt the Lobby UI making it neater and more user-friendly. Note that it still isn’t featureful yet.</p>
+
+<div class="image"><a href="/assets/img/posts/22.07-09/NewLobbyUI.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/NewLobbyUI-580x326.png 580w, /assets/resized/NewLobbyUI-290x163.png 290w, /assets/resized/NewLobbyUI-170x96.png 170w, /assets/resized/NewLobbyUI-145x82.png 145w, /assets/img/posts/22.07-09/NewLobbyUI.png 1280w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p>The round system has seen improvements by <strong>John</strong> recently as well. First he ported over our current basic implementation and changed the netwroking from Mirror to FishNet. Also, Users can now set/cancel a readiness state before the start of a round. Admins can now cancel the startup phase of a round. When the startup phase completes and the round begins, only the ready players are spawned. The player and camera movements have been ported over now. Lastly, the mechanics of the underlying entity you control (the soul) is in place and can change between mobs it controls mid-round as seen in this rudimentary test below.</p>
+
+<iframe class="video" width="580px" height="325px" src="https://www.youtube-nocookie.com/embed/jMqsR7673yg" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
+
+<h2 id="details">Details</h2>
+
+<p><strong>Seteron</strong></p>
+<ul>
+ <li>Updated documents & cleaned up extra git files.</li>
+</ul>
+
+<p><strong>Ryan</strong></p>
+<ul>
+ <li>Created a basic configuration test to be used to check if objects are placed on the correct layers and functioning properly.</li>
+</ul>
+
+<h2 id="textures">Textures</h2>
+
+<p>After a hiatus of contribution, <strong>Hummus</strong> blessed us with a new in-game poster texture referencing my favorite 90s Sci-Fi, Stargate-SG1.</p>
+
+<div class="image"><a href="/assets/img/posts/22.07-09/HummusTakeMeHome.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/HummusTakeMeHome-580x870.png 580w, /assets/resized/HummusTakeMeHome-290x435.png 290w, /assets/resized/HummusTakeMeHome-170x255.png 170w, /assets/resized/HummusTakeMeHome-145x218.png 145w, /assets/img/posts/22.07-09/HummusTakeMeHome.png 600w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="models">Models</h2>
+
+<p>A new contributor this quarter, <strong>Danny</strong> made these wonderful potted plants and some growable plump helmet shrooms!</p>
+
+<div class="horizontal-2">
+
+ <div class="image"><a href="/assets/img/posts/22.07-09/Danny_DecorativePlant.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Danny_DecorativePlant-580x435.png 580w, /assets/resized/Danny_DecorativePlant-290x218.png 290w, /assets/resized/Danny_DecorativePlant-170x128.png 170w, /assets/resized/Danny_DecorativePlant-145x109.png 145w, /assets/img/posts/22.07-09/Danny_DecorativePlant.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+
+ <div class="image"><a href="/assets/img/posts/22.07-09/Danny_Plant14.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Danny_Plant14-580x435.png 580w, /assets/resized/Danny_Plant14-290x218.png 290w, /assets/resized/Danny_Plant14-170x128.png 170w, /assets/resized/Danny_Plant14-145x109.png 145w, /assets/img/posts/22.07-09/Danny_Plant14.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+</div>
+
+<div class="image"><a href="/assets/img/posts/22.07-09/Danny_PlumpHelmets.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Danny_PlumpHelmets-580x435.png 580w, /assets/resized/Danny_PlumpHelmets-290x218.png 290w, /assets/resized/Danny_PlumpHelmets-170x128.png 170w, /assets/resized/Danny_PlumpHelmets-145x109.png 145w, /assets/img/posts/22.07-09/Danny_PlumpHelmets.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p><strong>StaBre</strong>, who is also new this quarter, contributed a medical crutch and an expanding trash bag for the janitor!</p>
+
+<div class="horizontal-2">
+
+ <div class="image"><a href="/assets/img/posts/22.07-09/StaBre_Crutch.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/StaBre_Crutch-580x435.png 580w, /assets/resized/StaBre_Crutch-290x218.png 290w, /assets/resized/StaBre_Crutch-170x128.png 170w, /assets/resized/StaBre_Crutch-145x109.png 145w, /assets/img/posts/22.07-09/StaBre_Crutch.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+
+ <div class="image"><a href="/assets/img/posts/22.07-09/StaBre_Trashbag.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/StaBre_Trashbag-580x435.png 580w, /assets/resized/StaBre_Trashbag-290x218.png 290w, /assets/resized/StaBre_Trashbag-170x128.png 170w, /assets/resized/StaBre_Trashbag-145x109.png 145w, /assets/img/posts/22.07-09/StaBre_Trashbag.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+</div>
+
+<h2 id="art">Art</h2>
+
+<p>This is basically <strong>ProbablyNot’s</strong> meaning in life now, to make SS3D blog cover art.</p>
+
+<div class="image"><a href="/assets/img/art/ProbablyNot/ProbablyNot_Station1.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/ProbablyNot_Station1-580x326.png 580w, /assets/resized/ProbablyNot_Station1-290x163.png 290w, /assets/resized/ProbablyNot_Station1-170x96.png 170w, /assets/resized/ProbablyNot_Station1-145x82.png 145w, /assets/img/art/ProbablyNot/ProbablyNot_Station1.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p><strong>ProbablyNot</strong> also recently received an encoded signal coming through one of our bluespace time dilation devices. After decoding and isolating the message it appears to be an <a href="/assets/img/art/ProbablyNot/Janiborg1stPerson.jpg" target="_blank">image taken from a Janiborg’s perspective aboard an empty station</a>, waiting for its crew.</p>
+
+<h2 id="footnotes">Footnotes</h2>
+
+<p>Also, <strong>ProbablyNot</strong> updated our <a href="https://drive.google.com/drive/u/0/folders/1gAqPkdEb6VeVT-oSx_rtvCh1x4EB0d4i" target="_blank">Character Animation Rig (V3.0)</a> last quarter but I forgot to mention it. The new rig features foot roll, face controls, body shape controls, IK head, FK/IK switching, updated colors, character cosmetics, and includes a sample character file. Note that the rig is made in and for Maya, NOT blender like many of our other contributor kits.</p>
+
+<p>Something something join our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a> and stay tuned for future updates from us!</p>CosmicCoincidence“The pain you feel today will be the profit we earn tomorrow.”22.04-06: 2022 2nd Quarter Devblog2022-06-09T11:30:00+00:002022-06-09T11:30:00+00:00https://ss3d.space/2022/06/09/22.06<p>“Starting over isn’t starting from scratch, it’s starting with experience.”</p>
+
+<p>– random motivational website</p>
+
+<div>
+ <iframe class="video" width="580px" height="325px" src="https://www.youtube-nocookie.com/embed/85hqKsNXOTQ" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
+ <h5><i>Video credit - Otome</i></h5>
+</div>
+
+<h1 id="q2-recap">Q2 Recap</h1>
+
+<p>In the 1st quarter, I mentioned that we were making some changes mainly related to narrowing our focus down to a simpler initial game mode to get a minimal viable product (mvp) out, as well as some other upcoming changes that weren’t elaborated on at the time. After narrowing our goals we reviewed our current game and decided that some things were over-engineered, others inadequately designed, and some poorly implemented. There’s also a lot of extra content that frankly isn’t NEEDED in an mvp, so… we started another rework. It took some time to get organized and we have slowed our productivity on the current build and begun starting the rework.</p>
+
+<h2 id="rework">Rework</h2>
+
+<p>We’ve critiqued our past mistakes and what has led to us having spouts of stagnation and hopefully have learned from these decisions and that it will benefit the rework. The rework is being led by <strong>John (Goao)</strong> and is going to be a complete rehaul of the codebase. He has made several documents recently to prepare us. He made a new document template and remade our old art guides and our GDD in the new template. He also made a document outlining the <a href="https://docs.google.com/document/d/19-9G9lOs08ASp-7PPbZNZxd5BkOpdgaQ/edit?usp=sharing&ouid=108272549702843855013&rtpof=true&sd=true">development plan</a> for the rework thus far.</p>
+
+<p>Project architecture and code quality (organization, proper usage, & modularity) are two of the big things that should substantially improve with the rehaul. We hope to not lose anything in the process and port over systems from our current codebase to the rework branch as we need them. So far it only supports a basic lobby system, player authentication, and underlying hub integration. So far it has mostly been <strong>John</strong> working on the rework but we have several eager souls waiting for him to start delegating more tasks for it. In the meantime, we have halted all major system work on the current branch but allowing smaller contributions to still be made that can be ported over to the rework when the time comes.</p>
+
+<h2 id="sound">Sound</h2>
+
+<p>This quarter <strong>Eiko</strong> created an audio manager to manage our various audio scripts, and in doing so he transitioned all our current sounds over to using this new audio manager. He also added mixer groups for sfx, music, and ambiance so these can be adjusted separately in the settings menu (not added here). He also switched the audio panning so it’s relative to the camera now instead of the player.</p>
+
+<p><strong>Eiko</strong> also created a new ambiance script that uses variables to adjust the intensity of ambient sounds. Each variable is configured separately and will choose a random audio clip when applicable. The 3 variables <strong>Eiko</strong> added for now are ‘air’, ‘wind’, and ‘power’. These variables aren’t tied to anything in-game yet but are designed to fit the player’s environment. The ‘power’ ambiance will naturally be more intense the closer you are to a machine or the more machines running at once in a small space. ‘Wind’ will be used when there is atmospheric movement and ‘air’ represents the atmospheric density which will actually play ‘space’ ambiance when set to 0. The SFX sound group is also affected by lack of atmosphere and becomes extremely muffled (maybe some servers will turn it off altogether).</p>
+
+<iframe class="video" width="580px" height="325px" src="https://user-images.githubusercontent.com/53350053/168268021-f14a0570-64df-4d15-b8f5-9522f14311ab.mp4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
+
+<h2 id="models">Models</h2>
+
+<p><strong>a Ghost</strong> who despite not being a regular modeler, is our only modeler this quarter. Contributing the classic Manly Dorf mug as well as adding liquid contents and some accessories to our old drinking glass set.</p>
+
+<div class="horizontal-2">
+
+ <div class="image"><a href="/assets/img/posts/22.04-06/aGhost_ManlyDorf.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/aGhost_ManlyDorf-580x435.png 580w, /assets/resized/aGhost_ManlyDorf-290x218.png 290w, /assets/resized/aGhost_ManlyDorf-170x128.png 170w, /assets/resized/aGhost_ManlyDorf-145x109.png 145w, /assets/img/posts/22.04-06/aGhost_ManlyDorf.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+
+ <div class="image"><a href="/assets/img/posts/22.04-06/aGhost_DrinkingGlassEdit.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/aGhost_DrinkingGlassEdit-580x435.png 580w, /assets/resized/aGhost_DrinkingGlassEdit-290x218.png 290w, /assets/resized/aGhost_DrinkingGlassEdit-170x128.png 170w, /assets/resized/aGhost_DrinkingGlassEdit-145x109.png 145w, /assets/img/posts/22.04-06/aGhost_DrinkingGlassEdit.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+</div>
+
+<h2 id="art">Art</h2>
+
+<p><strong>ProbablyNot</strong> continues his reputation for having the best blog art!</p>
+
+<div class="image"><a href="/assets/img/art/ProbablyNot/ProbablyNot_DrunkOfficer.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/ProbablyNot_DrunkOfficer-580x326.png 580w, /assets/resized/ProbablyNot_DrunkOfficer-290x163.png 290w, /assets/resized/ProbablyNot_DrunkOfficer-170x96.png 170w, /assets/resized/ProbablyNot_DrunkOfficer-145x82.png 145w, /assets/img/art/ProbablyNot/ProbablyNot_DrunkOfficer.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p>And <strong>Otome</strong> surprised us with a funny remix of <strong>Grimmie’s</strong> classic teaser (the remix is seen at the top of this post while the original can be found <a href="https://www.youtube.com/watch?v=uzLdgxOBPrc" target="_blank">here</a>.</p>
+
+<h2 id="conclusion">Conclusion</h2>
+
+<p>This is the part where I tell you to join our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a> for more frequent updates or just hang out with the crew, er whatever.</p>CosmicCoincidence“Starting over isn’t starting from scratch, it’s starting with experience.”22.01-03: 2022 1st Quarter Devblog2022-04-05T11:30:00+00:002022-04-05T11:30:00+00:00https://ss3d.space/2022/04/05/22.03<p><em>“Ah yes, the moons are bright, the space carp are singing, and the radioactive solar winds are calm. What a beautiful day in space.”</em></p>
+
+<p>– Nanotrasen Employee #76044</p>
+
+<div>
+ <iframe class="video" width="580px" height="325px" src="https://www.youtube-nocookie.com/embed/bOB6af_ZCj0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
+ <h5><i>Video credit - SmokingMan</i></h5>
+</div>
+
+<h1 id="q1-recap">Q1 Recap</h1>
+
+<p>This year we are changing up our blog schedule a little bit, by switching from monthly updates to quarterly updates. This is due to our sometimes slow development which can result in some months having short and nearly empty blog posts. I know many of you won’t like this decision as you would prefer to see more frequent updates even if they are packed with less content, but hopefully this will take a little bit of repetitive work off our small management team. If the frequency of our content output increases in the future we may come back to monthly updates though.</p>
+
+<p>On the topic of small teams, it seems we have set our goals a bit too ambitiously again. We have been trying to work toward a playable game loop so players can have something to do and a goal, and although this goal hasn’t changed, it seems we have set our standard of a minimal game loop a bit high. We wanted to have all our core systems mostly fleshed out, like an intricate container system, complex atmospherics, electrical grid, etc. But we have now realized that spending so much time on this has prevented the players from having something fun to do in game. I don’t want to say too much yet as this discussion is still ongoing currently, but we are planning on simplifying the game loop requirements to push out a more simple playable game mode quicker, which will hopefully help draw in some players and maybe more contributors.</p>
+
+<h2 id="documentation">Documentation</h2>
+
+<p>Another issue that has been plaguing our development has been our lack of concrete designs for our core systems. Even now we are still lacking a couple of designs, but the beginning of this year has seen some good progress in this area. <strong>Konstantin3001</strong> has been consolidating much of our ideas about the health, combat, and crafting systems into respective documents, while <strong>Eiko</strong> has been working on our <a href="https://ss3d.gitbook.io/design/" target="_blank">game design document</a> which details the basic overview of the game we are building (things aren’t set in stone and some things in the document may still change or get added later).</p>
+
+<h2 id="collision-sounds">Collision Sounds</h2>
+
+<p>In February, <strong>Eiko</strong> added scripts for managing object collision sound effects and added several sounds as well. He also recorded the demonstration below.</p>
+
+<iframe class="video" width="580px" height="325px" src="https://www.youtube-nocookie.com/embed/qk4BJldVDHY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
+
+<h2 id="details">Details</h2>
+
+<p><strong>Em3rgency</strong></p>
+<ul>
+ <li>Reorganized the editor-related files, excluded some from builds, and fixed related compiler errors.</li>
+ <li>Fixed missing connection type values on some connectable objects.</li>
+</ul>
+
+<p><strong>Stilnat</strong></p>
+<ul>
+ <li>Added feature to allow for child objects to have containers. So not only can a refrigerator object have a container, but now also the fridge’s door which is attached can have its own isolated container.</li>
+</ul>
+
+<p><strong>JJtheGerman</strong></p>
+<ul>
+ <li>Made tweaks to the chat close button so it behaves more intuitively.</li>
+</ul>
+
+<h2 id="textures">Textures</h2>
+
+<p><strong>Eiko</strong> made a set of textures from the department symbols he made and has been using them on his 3D models.</p>
+
+<div class="image"><a href="/assets/img/posts/22.01-03/EikoDepartments.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/EikoDepartments-580x435.png 580w, /assets/resized/EikoDepartments-290x218.png 290w, /assets/resized/EikoDepartments-170x128.png 170w, /assets/resized/EikoDepartments-145x109.png 145w, /assets/img/posts/22.01-03/EikoDepartments.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p><strong>Konstantin3001</strong> is back again with more new textures, this time with new vehicle tracks as well as xeno footprints and recycle/dispose icons that were missed from late last year.</p>
+
+<div class="horizontal-2">
+
+ <div class="image"><a href="/assets/img/posts/22.01-03/KonstantinTracks.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/KonstantinTracks-580x435.png 580w, /assets/resized/KonstantinTracks-290x218.png 290w, /assets/resized/KonstantinTracks-170x128.png 170w, /assets/resized/KonstantinTracks-145x109.png 145w, /assets/img/posts/22.01-03/KonstantinTracks.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+
+ <div class="image"><a href="/assets/img/posts/22.01-03/KonstantinRecycle.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/KonstantinRecycle-580x435.png 580w, /assets/resized/KonstantinRecycle-290x218.png 290w, /assets/resized/KonstantinRecycle-170x128.png 170w, /assets/resized/KonstantinRecycle-145x109.png 145w, /assets/img/posts/22.01-03/KonstantinRecycle.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+</div>
+
+<h2 id="models">Models</h2>
+
+<p><strong>Gen</strong> submitted a few machines late last year but were missed and are being featured now. A wall-mounted button, nanite programmer, nanite cloud server, and a nanite controller hub.</p>
+
+<div class="image"><a href="/assets/img/posts/22.01-03/GenMachines.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/GenMachines-580x435.png 580w, /assets/resized/GenMachines-290x218.png 290w, /assets/resized/GenMachines-170x128.png 170w, /assets/resized/GenMachines-145x109.png 145w, /assets/img/posts/22.01-03/GenMachines.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p>More Head of Security clothing now thanks to <strong>Baga</strong>!</p>
+
+<div class="image"><a href="/assets/img/posts/22.01-03/BagaHOS.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/BagaHOS-580x435.png 580w, /assets/resized/BagaHOS-290x218.png 290w, /assets/resized/BagaHOS-170x128.png 170w, /assets/resized/BagaHOS-145x109.png 145w, /assets/img/posts/22.01-03/BagaHOS.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p><strong>Eiko</strong> submitted a new set of airlocks resembling more of the classic ss13 style many of us are familiar with.</p>
+
+<div class="image"><a href="/assets/img/posts/22.01-03/EikoAirlocks.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/EikoAirlocks-580x435.png 580w, /assets/resized/EikoAirlocks-290x218.png 290w, /assets/resized/EikoAirlocks-170x128.png 170w, /assets/resized/EikoAirlocks-145x109.png 145w, /assets/img/posts/22.01-03/EikoAirlocks.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="sounds">Sounds</h2>
+
+<p>New this year, <strong>a Ghost</strong> has provided us with a few more sound effects including male gasping, male gulping, male sneezing, as well as some for bone snapping. The sneeze is quite good!</p>
+
+<audio controls="">
+ <source src="/assets/sfx/Male_Sneeze.mp3" type="audio/mpeg" />
+Your browser does not support the audio element.
+</audio>
+
+<h2 id="art">Art</h2>
+
+<p>2022’s first blog art was brought to us by sir <strong>ProbablyNot</strong>.</p>
+
+<div class="image"><a href="/assets/img/art/ProbablyNot/ProbablyNot_Spaced.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/ProbablyNot_Spaced-580x326.png 580w, /assets/resized/ProbablyNot_Spaced-290x163.png 290w, /assets/resized/ProbablyNot_Spaced-170x96.png 170w, /assets/resized/ProbablyNot_Spaced-145x82.png 145w, /assets/img/art/ProbablyNot/ProbablyNot_Spaced.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p><strong>SmokingMan</strong> returned with some more artwork as well. A close-up image of our favorite grey-clad individual getting in (or out of) some trouble. He also made the wholesome captain animation (seen up in the Q1 recap) which I believe has become an instant classic.</p>
+
+<div class="image"><a href="/assets/img/art/SmokingMan/SmokingMan_GreyGuy.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/SmokingMan_GreyGuy-580x326.png 580w, /assets/resized/SmokingMan_GreyGuy-290x163.png 290w, /assets/resized/SmokingMan_GreyGuy-170x96.png 170w, /assets/resized/SmokingMan_GreyGuy-145x82.png 145w, /assets/img/art/SmokingMan/SmokingMan_GreyGuy.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="conclusion">Conclusion</h2>
+
+<p>We should have more to share in Q2 as we continue to rework some of our game loop plans, in the meantime you are always welcome to join our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a> to check out more of what we’re doing or to contribute yourself!</p>CosmicCoincidence“Ah yes, the moons are bright, the space carp are singing, and the radioactive solar winds are calm. What a beautiful day in space.”21.12: December 2021 Devblog2022-01-06T11:30:00+00:002022-01-06T11:30:00+00:00https://ss3d.space/2022/01/06/21.12<p>Born too late to explore the earth.<br />
+Born too soon to explore the galaxy.<br />
+Born just in time to help make SS3D.</p>
+
+<h1 id="december-recap">December Recap</h1>
+
+<p>We hope you all enjoyed your holidays and had a happy new year!</p>
+
+<p>December was more active for us than some of our recent months. Maybe it was due to the holiday breaks, or maybe it was coincidental timing of multiple factors being completed in the same month, regardless we’ll take it.</p>
+
+<h2 id="appearance">Appearance</h2>
+
+<p>Several improvements to the game’s appearance have been made this month. This first one was voted for in a poll we had a while back in our discord. It’s a cutout shader for insetting objects into the floor. Trying to lower a machine into the floor prior to this would clip the floor tile and machine through each other and any part of the machine that was below the floor would not be visible. We can now have <a href="/assets/img/posts/21.12.01/FloorShader.png" target="_blank">machines that are inset into the floor</a> thanks to <strong>Seteron</strong> submitting this new floor tile cutout shader.</p>
+
+<p><strong>Seteron</strong> once again tweaked our lighting by adding new shaders, new post processing, adjusted values, and fixed bugs. The <a href="https://user-images.githubusercontent.com/38957910/146114991-d3cfd4ca-df31-432a-a6df-aecce69fadb0.PNG" target="_blank">old</a> is a bit brighter, while the <a href="https://user-images.githubusercontent.com/38957910/146115003-5b76c603-3480-43cc-bd89-734df0795f26.PNG" target="_blank">new</a> emphasizes shadows more (this likly isn’t final).</p>
+
+<p><strong>Seteron</strong> also <a href="/assets/img/posts/21.12.01/ItemRender.png" target="_blank">improved our item icon renderer</a> immensely. He improved the lighting/shadows, added an outline to the items, and fixed the bug causing our transparent and emission materials to not render properly.</p>
+
+<p>A controversial change, <strong>CosmicCoincidence</strong> raised the height of walls to give more space for various mobs and machines while fitting within the height of a room. <a href="https://user-images.githubusercontent.com/41941008/147019311-28dabad8-c6c8-40c7-803a-f80cad13ed3a.png" target="_blank">Before</a> and <a href="https://user-images.githubusercontent.com/41941008/147019002-c40195a7-3d6a-497d-ae73-52b97c443732.png" target="_blank">after</a>.</p>
+
+<h2 id="connectables">Connectables</h2>
+
+<p>This month we had a lot of progress on our connectables, which are an integral part of the tilemap system. Connectables are objects that connect from one tile to another in specific ways. <strong>CosmicCoincidence</strong> has been working on <a href="https://ss3d.gitbook.io/design/environment/connectables">redesigning the connectables</a> and is mostly finished now, but some things still may change. In addition to the document, <strong>Cosmic</strong> also updated most of the connectable models and created missing ones to provide with this design.</p>
+
+<p>To prepare for the new (and complex) adjacency scripts that are required in the above design, <strong>Em3rgency</strong> restructured much of the underlying logic used by the adjacency scripts.</p>
+
+<h2 id="details">Details</h2>
+
+<p><strong>BroodjeKipcorn</strong></p>
+<ul>
+ <li>Removed unwanted rotations on tile objects.</li>
+</ul>
+
+<p><strong>Em3rgency</strong> (returning after 2 years!)</p>
+<ul>
+ <li>Fixed our github actions automated build setup.</li>
+ <li>Added an automated test workflow on github for each commit.</li>
+</ul>
+
+<p><strong>SteindelSE</strong> (new this month)</p>
+<ul>
+ <li>Removed unnecessary colliders on aesthetic doors (like locker doors).</li>
+</ul>
+
+<p><strong>Seteron</strong></p>
+<ul>
+ <li>Fixed the lobby character preview from twitching.</li>
+</ul>
+
+<h2 id="models">Models</h2>
+
+<p>Yes, we still have more modeling happening… <strong>Medji</strong> who is new this month, contributed a teleprod, pyrogrenade, and porcini mushrooms.</p>
+
+<div class="horizontal-2">
+
+ <div class="image"><a href="/assets/img/posts/21.12.01/Medji_TeleProd.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Medji_TeleProd-580x435.png 580w, /assets/resized/Medji_TeleProd-290x218.png 290w, /assets/resized/Medji_TeleProd-170x128.png 170w, /assets/resized/Medji_TeleProd-145x109.png 145w, /assets/img/posts/21.12.01/Medji_TeleProd.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+
+ <div class="image"><a href="/assets/img/posts/21.12.01/Medji_PyroGrenade.png" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Medji_PyroGrenade-580x435.png 580w, /assets/resized/Medji_PyroGrenade-290x218.png 290w, /assets/resized/Medji_PyroGrenade-170x128.png 170w, /assets/resized/Medji_PyroGrenade-145x109.png 145w, /assets/img/posts/21.12.01/Medji_PyroGrenade.png 800w" sizes="(max-width: 624px) 50vw, 290px" /></a></div>
+</div>
+
+<div class="image"><a href="/assets/img/posts/21.12.01/Medji_Porcini.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/Medji_Porcini-580x435.png 580w, /assets/resized/Medji_Porcini-290x218.png 290w, /assets/resized/Medji_Porcini-170x128.png 170w, /assets/resized/Medji_Porcini-145x109.png 145w, /assets/img/posts/21.12.01/Medji_Porcini.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<p>From <strong>John</strong> this month, a neat foldable chair.</p>
+
+<div class="image"><a href="/assets/img/posts/21.12.01/John_FoldableChair.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/John_FoldableChair-580x435.png 580w, /assets/resized/John_FoldableChair-290x218.png 290w, /assets/resized/John_FoldableChair-170x128.png 170w, /assets/resized/John_FoldableChair-145x109.png 145w, /assets/img/posts/21.12.01/John_FoldableChair.png 800w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="art">Art</h2>
+
+<p>And this month’s blog cover was made by <strong>ProbablyNot</strong>, once again.</p>
+
+<div class="image"><a href="/assets/img/art/ProbablyNot/ProbablyNot_Campfire.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/ProbablyNot_Campfire-580x326.png 580w, /assets/resized/ProbablyNot_Campfire-290x163.png 290w, /assets/resized/ProbablyNot_Campfire-170x96.png 170w, /assets/resized/ProbablyNot_Campfire-145x82.png 145w, /assets/img/art/ProbablyNot/ProbablyNot_Campfire.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="conclusion">Conclusion</h2>
+
+<p>As each core system gets designed and implemented we slowly creep one step closer to having the game we are all dreaming of.</p>
+
+<p>As always, stay tuned with us by joining the discord happening over on our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a>.</p>CosmicCoincidenceBorn too late to explore the earth. Born too soon to explore the galaxy. Born just in time to help make SS3D.21.11: November 2021 Devblog2021-12-05T11:30:00+00:002021-12-05T11:30:00+00:00https://ss3d.space/2021/12/05/21.11<p><em>“People say nothing is impossible, but I do nothing every day.”</em></p>
+
+<p>– Winnie The Pooh</p>
+
+<h1 id="november-recap">November Recap</h1>
+
+<p>Another month of meticulously brainstorming over core-system design choices. These months often feel uneventful but are laying the groundwork for an entire user experience above them, so we are putting great time and attention to detail into them. Without spoiling too much, one of these systems should be featured in next month’s blog if we have it ironed out and merged before then, so stay tuned.</p>
+
+<h2 id="details">Details</h2>
+
+<p><strong>Notterox</strong></p>
+<ul>
+ <li>Disabled users from using rich text in chat.</li>
+ <li>Fixed custom font issue on the website.</li>
+</ul>
+
+<p><strong>Ryan</strong></p>
+<ul>
+ <li>Fixed multiple issues with the basic substance system and related machinery.</li>
+</ul>
+
+<h2 id="art">Art</h2>
+
+<p>This month’s blog cover art is brought to us by <strong>SmokingMan</strong>.</p>
+
+<div class="image"><a href="/assets/img/art/SmokingMan/SmokingMan_EngineeringGang.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/SmokingMan_EngineeringGang-580x326.png 580w, /assets/resized/SmokingMan_EngineeringGang-290x163.png 290w, /assets/resized/SmokingMan_EngineeringGang-170x96.png 170w, /assets/resized/SmokingMan_EngineeringGang-145x82.png 145w, /assets/img/art/SmokingMan/SmokingMan_EngineeringGang.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
+
+<h2 id="conclusion">Conclusion</h2>
+
+<p>If you are interested in joining the team and helping to contribute to our great game, please join us over at our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a> server.</p>CosmicCoincidence“People say nothing is impossible, but I do nothing every day.”21.10: October 2021 Devblog2021-11-04T11:30:00+00:002021-11-04T11:30:00+00:00https://ss3d.space/2021/11/04/21.10<p>Small changes with a big impact.</p>
+
+<h1 id="october-recap">October Recap</h1>
+
+<p>Very few merged changes this month, but none were lacking in importance as they are all related to networking or core system performance.</p>
+
+<h2 id="details">Details</h2>
+
+<p><strong>Alainx277</strong></p>
+<ul>
+ <li>GREATLY improved the performance of the examine system.</li>
+</ul>
+
+<p><strong>Ryan</strong></p>
+<ul>
+ <li>Updated the Mirror version for the project, to v49.0.1.</li>
+ <li>Fixed a bug where clients weren’t reinitializing the map after it loaded.</li>
+ <li>Fixed an issue preventing child objects from being found during reinitialization.</li>
+</ul>
+
+<h2 id="art">Art</h2>
+
+<p>As per usual, this month’s blog cover was contributed by <strong>ProbablyNot</strong>.</p>
+
+<div class="image"><a href="/assets/img/art/ProbablyNot/ProbablyNot_Heck.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/ProbablyNot_Heck-580x326.png 580w, /assets/resized/ProbablyNot_Heck-290x163.png 290w, /assets/resized/ProbablyNot_Heck-170x96.png 170w, /assets/resized/ProbablyNot_Heck-145x82.png 145w, /assets/img/art/ProbablyNot/ProbablyNot_Heck.png 3840w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
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+<p>And another was bestowed on us by <strong>John</strong> this month too.</p>
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+<div class="image"><a href="/assets/img/art/Goao/JohnDrifting.png" class="image-link" target="_blank"><img src="/" alt="" srcset=" /assets/resized/JohnDrifting-580x326.png 580w, /assets/resized/JohnDrifting-290x163.png 290w, /assets/resized/JohnDrifting-170x96.png 170w, /assets/resized/JohnDrifting-145x82.png 145w, /assets/img/art/Goao/JohnDrifting.png 1920w" sizes="(max-width: 624px) 100vw, 578px, 580px" /></a></div>
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+<h2 id="conclusion">Conclusion</h2>
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+<p>Another month with little progress to show but don’t let that discourage your hopes for this game, if you want to see more intermittent progress, feel free to join us in our <a href="https://discord.gg/3ny9tdH" target="_blank">Discord</a> server.</p>CosmicCoincidenceSmall changes with a big impact.
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+Home | SS3D
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"Welcome to the station crew. Enjoy your stay."
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Video credit - Grimmie
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Space Station 3D is a 3D take on the infamous Space Station 13 (tm). It is in pre-alpha still so there isn’t much content yet, but if you want to play-test it, the download link below is for the latest release.
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