Dodgson! Dodgson! We’ve got Dodgson here!

Today I:

Spent 3 hours modeling some new bad guys. I’ll try and get them into the engine and make a pretty screenshot of some of them.

Working my way through bioshock…still…

It’s good, but I have yet to really be gripped by the world. I found Rapture to be a more interesting location than Columbia, I suppose. Or maybe its that learning WHY Rapture collapsed after the fact was just a more compelling story hook than actively participating in disrupting Columbia’s story. That very sentence suggests that, by the gods of good gameplay and writing, I should be feeling the opposite…Anyway, I’ll give it time. I’m only about 2-3 hours in (so no spoilers, folks!)

Other news: spent a bunch of time today modeling new models for Orbitmobs.

today’s clock: 7 hours

Week total: 50 hours 2 minutes.

Is it still ice cream if it’s over 75% toppings?

Today was much better than yesterday. And it involved ice cream, chipotle mayonnaise (not together, that’d be gross) and the soundtrack to Remo Williams: The Adventure Begins.

I also built out the basics of an ‘orbiting’ class of enemies. They’re the first non-boss mobile turret, and will probably be first seen in stage 3 or so.

I also spent some time modeling new enemy types today. That was fun.

Today’s clock: 7 hours 24 minutes.

Some days are productive…

And some days you spend sixhours fighting with Navigation Meshes.

How on earth this ill-documented system came to be ‘preferred’, I’ll never know. Grrr.

In other news, I did the following:

  • fixed spazzing out of mobpawn collision
  • built custom scout class
  • reworked some of the contingency pathfinding for the mobpawn
  • adjusted unhide delay of projectiles

Today’s clock:

8 hrs 34 minutes of pain.



Back to business

So, now that setting up that pre-purchase+dev build access stuff is out of the way, it’s back to the grindstone. Here’s what I did today:

  • fixed some website bugs
  • fixed hugbot flee, sort of
  • made hugbot hurt sounds
  • fixed mouser explosiion triggering glitch
  • fixed some bugs in hugbot’s behavior
  • fixed flashing PpPulse on settime dilation
  • repro’d and (maybe?) fixed the PpPulse getting stuck bug
  • built in delay for ‘stun’ PPPulse
  • fixed PpPulse sticking on Weapons (I hope)

Today’s clock:

7 hours 6 minutes



Hey, go Pre-Order Tower of Guns!

SO, I got a pre-order page up for Tower of Guns now. It’s five bucks, which is only a fraction of what it will cost at launch. (dunno how much that’ll be yet…), but I want to get into the habit of more proper build-delivery. So, purchase now and you get access to the development builds, so you can go around and start racking up those hugbot kills!

Also, if you run into technical problems, leave a question on the new ToG forums, so I can answer it there and refer others to it.

Last night I also did the following:

-resolved a render-collection problem
-fixed a bug in the uberbullet mod
-gave the mine-class of bullets a ‘sphere’ of collision.

Yesterday’s clock: 8hrs, 39 mins

Made a little pixel turkey today:

He’s part of a secret non-towerofguns art-miniproject!
Also, I had some left over buttermilk bread dough from my weekend’s bread-making. I decided to surprise Colleen by improvising a chocolate cinnamon roll thingy. Tasted pretty good, although it could have used some frosting/glaze or something too. :)

Made a little pixel turkey today:

He’s part of a secret non-towerofguns art-miniproject!

Also, I had some left over buttermilk bread dough from my weekend’s bread-making. I decided to surprise Colleen by improvising a chocolate cinnamon roll thingy. Tasted pretty good, although it could have used some frosting/glaze or something too. :)

Yesterday I forgot to log! That’s ok, I only got about 3 hours of stuff done anyway, mostly involving dealing with a stupid weapon mod bug, getting some playtest stuff set up, and doing some markering stuff.


Today I:

  • FINALLY SOLVED that stupid gun mod stacking bug. That was a tricky one.
  • fix credits typo: moral != morale..too bad that didn’t make the tester’s build..
  • make the shotgun mod double spread, not add .5 or some ludricous amoutn like that.
  • Babelgun: increase AOE, reduce damage per hit, keg gun: increase dmg
  • make keggun slightly bigger
  • if you get a new gun, now the weapon mod will now transfer
  • made new icons for gun mods
  • made new gun mod: uber bullets
  • made new gun mod: precision bullets
  • made new gun mod: bouncey bullets
  • made new gun mod: minelayer bullets
  • made new gun mod: explodey bullets
  • solved bug where changing weapons would break the weapon XP bar

Felt really good to actually make new STUFF again, rather than just polishing stuff.


Today’s clock: 6 hours and 58 minutes
Weekly hours: 47hr 54 min

Summer storms = shut computer down = afternoon naps.

  • added ‘more options to come’ & adjusted options text
  • update devblog and meter
  • added SFX samples to credits, polished credits up
  • replace “new game” in endgame screen with ‘mainmenu’
  • added SFX to endgamescreen
  • set guns to locked again
  • scaled game to make it slightly easier to upgrade and unlock stuff (for demo purposes)
  • some minor bugfixes on menu/Hud
  • stress tested build

Today’s clock 6 hours 30 minutes