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  1. Home
  2. Project Backstage
  3. Dev Log 6th of April - 10th of April 2026

Dev Log 6th of April - 10th of April 2026

Scheduled Pinned Locked Moved Project Backstage
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  • undeadsteamU Offline
    undeadsteamU Offline
    undeadsteam
    wrote last edited by
    #1

    5871947f-ca83-4b2c-9edf-6c736821f857-image.png

    Previous week focused on Build Task 1.5 completion, audio pipeline setup, combat feature iteration, and continued optimization across gameplay systems. Strong progress was made in technical infrastructure, visual polish, and content quality across multiple departments.

    🎯 Game Design

    🔄 In Progress

    Build Task 1.5 description (~80%) 📄

    🔊 Sound Design

    ✅ Completed

    Completed onboarding process 🚀
    Set up development environment and required tools 🛠️
    Access granted to repositories and internal systems 🔐
    Aligned with team workflows and communication processes 🤝

    Audio audit completed 🎧
    Reviewed core audio systems and current implementation
    Analyzed overall audio architecture and integration approach
    Evaluated existing technical solutions and design decisions

    Audio content review completed 🎵
    Assessed current audio assets and quality
    Identified inconsistencies and improvement opportunities

    Reviewed available technical and design documentation 📚

    🔄 In Progress

    Audio strategy and infrastructure planning 🎼
    Defining overall audio vision for the project
    Planning scalable audio architecture and workflows

    Animation-driven audio research 🎬
    Exploring sound integration with animation systems
    Evaluating event triggering and synchronization methods

    Core audio systems breakdown 🧩
    Character movement (footsteps / Foley / gear)
    Environment and ambient systems
    Combat audio systems
    Gameplay UI audio
    Lobby systems

    Audio documentation preparation 📄
    Structuring technical and design documentation
    Documenting systems, approaches, and proposed solutions

    💻 Client Development

    ✅ Completed

    Camera effects for aiming 🎯
    Reload progress bar implemented 🔄
    Configurable movement speeds ⚡
    Fixed missing drone sell sound bug 🔊
    Fixed Zombie Idle missing error 🧟
    NetworkCharacter refactoring 🔧

    🔄 In Progress

    Camera effect triggers 🎥
    Unity version update 🔧
    Battle loading optimization 🚀
    Lobby level-up effects ✨
    New tracers VFX integration 💥
    New muzzle flash VFX integration 🔫✨
    Shotgun investigation 🔍

    🖥️ Game Server Development

    ✅ Completed

    Fixed network thread run parameters 🌐
    Completed new map integration 🗺️
    Refactored stagger sending timing ⚙️

    🔄 In Progress

    Character speeds integration 🏃
    Drop weapon + loot container system 🎒
    Game Server Unity version update 🔧
    Party mode research and consultations 🎮
    Shotgun investigation 🔍

    🌐 Backend Development

    ✅ Completed

    Party mode implemented 🎉
    Shotgun config parameters added 🔫
    Removed unusable global parameter tags 🏷️
    Parameter groups generated automatically by parameter names 🧩

    🔄 In Progress

    Proposal identification migration to ID-based system 🔑
    Game server disconnection handling 🔌

    🎬 Animation

    ✅ Completed

    All characters checked for visual defects after idle, walking, and running animation updates 🔍
    Characters marked for further skinning adjustments 👕
    Rigging and skinning corrected for American Gothic zombies 🧟
    Rigging and skinning corrected for Syber Zunk zombies 🧟

    🔄 In Progress

    Visual QA pass for updated American Gothic and Syber Zunk zombies 🛠️
    Testing new NPC animations 🤖

    🎨 Tech Art

    ✅ Completed

    Level Up lighting setup ✨
    Level Up character widget UI setup 🎯
    Weapon projectiles updated 💥
    Compressed textures for Editor 🗜️

    🔄 In Progress

    Level Up polish tweaks ✨
    Shotgun multiple projectile setup 🔫

    💥 VFX

    ✅ Completed

    Level Up VFX setup ✨
    Shotgun VFX updated 🔫💨

    🔄 In Progress

    Stagger effect creation ⚡
    Updates and polish for Level Up VFX 🎆

    1 Reply Last reply
    0
    • mendezM Offline
      mendezM Offline
      mendez
      wrote last edited by
      #2

      nice to see both client and server teams iterating in parallel, especially with features like party mode and combat systems

      1 Reply Last reply
      0
      • edE Offline
        edE Offline
        ed
        wrote last edited by
        #3

        nice to see backend and server moving alongside gameplay features sync between those usually makes or breaks multiplayer stability.

        1 Reply Last reply
        0
        • cryptoenthusiastC Offline
          cryptoenthusiastC Offline
          cryptoenthusiast
          wrote last edited by
          #4

          great!!!

          1 Reply Last reply
          0


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