On the home stretch

 

Hi Noxcrew community!

It’s been a very productive week here at Noxcrew HQ!

DvD is pretty much complete, with Stuart, Miluteen and Avon going through all of the things we picked up on during last week’s playtest and sorting them out. They’ve finally cleaned up one of the game modes that had been giving us issues for a while, added in particles to some of the animations and weapons and generally giving things a going over to make sure it all runs nicely. The builders have jumped in every now and again to fix some small details but all in all DvD is ready for its final test before we bid it a fond farewell.

With DvD nearly done, mechanics turns its attention to Codename: Cow and getting back to work on that. There’s been a few discussions, midweek, about certain activities we wanted to add to the map and how long they’re going to take to complete. It’s all a bit up in the air right now, but the boys are working through it and hopefully, it doesn’t take as long as everyone's thinking. In the meantime, the art team has been making more incredible assets for the world (Honestly they are so cool, I wish I could show them but spoilers!) and Skyao has been experimenting with different ways to present Cow’s ingame map so that its clearer where things are. The drafts she's creating are pretty cool, I can’t wait to see the finished version.

MCC has had 2 community tests in the run-up to the 9th of February, including the testing of a new game that might potentially be added to the dome! It's also had a bit of finetuning, taking on feedback from the first event and the community tests, making alterations based on their recommendations. Hopefully, they should clean up some of the snags from the first event and help the whole night run even smoother than last time (which was pretty damn smooth if we’re honest with ourselves).

Finally, on top of all that, we’ve started work on our newest map! Codenamed Mega Moustache Tales (or MMT) it’s going to be a bit smaller than some of our previous maps in terms of scale, but not in terms of scope, following our mantra for 2020 to try and condense our ideas into smaller packages (rather than spend 6 months cramming everything we want to do in one map) We’ve even gotten a big head start in terms of the map’s textures, with a java texture pack already available for the builders to use! (It’s just the first draft but its so useful to get a feel for the map at the start of a project)

It’s still early days, but if it keeps going at this pace Mega Moustache Tales might end up being one of the fastest maps we’ve ever built (don’t hold us to that though, you know what Noxcrew’s like, even when we try to be quick!)

And that’s your lot.

It’s always exciting to start a new map and to see the first new project of the year start so smoothly puts us in great stead for the rest of 2020! Let's hope this continues!

Until next time, have a great week!

Noctis

 
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