Game
Take Aim
11 years ago

Dev Blog Update: End of Development Week 2


First off, I want to apologize for the Windowsx86 build for this version, there was an issue where one of the weapons wasn’t reloading properly. I should have checked that before shipping it out. The issue is now fixed, and if you’ve downloaded that version and are running into that issue, re-downloading should fix it. If anyone is still encountering this bug, please let me know!

Hi and welcome to the second Dev Blog Update! In this series I’ll go over what goals I set for the week, which ones got done (hopefully all of them), and other changes that have been made. Wow, two weeks of development already? Feels like just yesterday I was starting this project. But, two weeks it has been, so on with the recap!

Implemented this week:
• Raycast weapon
• Main menu
• Main menu music
• Instructions in the first level
Not too much done this week, but I sort of planned that since week one was such a monster week in terms of what got completed. The backend for background music layed out, just need to work out the specifics next week.

I’ll be doing the background music first on monday, then I’ll move onto what I had planned for that week.
• Bullet Spread (Likely only going to be for Weapon 2 (the raycast weapon)
• Sound Assests for weapons
• Weapon Foley
• Limited sprinting capabilities.
• Sprint effecting your aim stability
• Weapon Effects (and possible animations for some weapons)
• Third, and final, weapon.

Lots to do this week, so I’m going to go enjoy the last bits of my weekend. Tune in on friday for the next development build, and next Sunday for Dev Blog Update!



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