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Overworld redesign



Until now, I've been designing each level to function equally well for first-person running/jumping/climbing, and third-person spider bot PvP combat. I realized it would be much better to design separate levels for parkour and PvP, so now the plan is to have 9 parkour levels, each with a PvP map attached to it. While I was revamping the level structure I decided to redesign the overworld a bit as well. Still very WIP.

New tutorial



The PvP game has changed so much recently, and I kept shoehorning the new gameplay into a tutorial map originally designed for a different type of game. Finally I decided to start over from scratch.

Promo art



Someone asked me to design a retro cabinet for the game, so they could put it in their VR arcade. I jumped at the opportunity because I'll be showing the game at a few expos this summer and fall, and I need promotional artwork. The image above is all rendered in-engine, which I now realize is not going to work for a high-resolution physical sign. The new plan is to render something in Blender and trace over it with vector art.

Tweaks

Most of my work is on small details right now. Above is a development stream where I added animation to all the menus in the game, then added a footstep animation to the wallrun tutorial, then moved some blocking IO calls to the AI thread. All important changes that noticeably improve the game, but not exactly revolutionary.