Hey murderers, sorry again for the lack of updates on Murder Miners X. Jonny's had some big technical hurdles to get past while developing this game so he hasn't been as productive lately, but updates should start to get more frequent once he gets back to programming the more fun and exciting features. One of the things that took him awhile to get right was our networking solution, Bolt (now called Photon Bolt after the buyout). This is the best networking engine you can purchase for Unity. It means we should basically have AAA-quality networking.
Another thing that's been taking a lot of time is perfecting our animation system, trying to get aiming/rotating, strafing, etc. to work properly (unlike in MM1, where aiming straight up doesn't look correct from 3rd-person view, and doing a 180 turn just rotates the whole player around without leg movement, and strafing/backward walking animations don't exist). This has been pretty complicated, but we'll show it off in our next sneak peek video.
In the meantime, here's some progress on a new weapon that will be in the game:
We may have Mac & Linux versions of Murder Miners 1 on the way. We have a dev working on that now and it looks like it's doable so far. We have basic cross-platform multiplayer working. Hopefully there won't be any huge technical hurdles that murder the project's feasibility.
Murder Miners X status
In our last post we said we started a new build for MMX. That doesn't mean all previous progress was lost. It just means the core of the game is being re-done, and we'll be able to easily add back in what was on top of that core from the previous build. As for recruiting help, our plan has been to get the alpha out and then with that we'll be able to attract the best possible talent to join the dev team. Unfortunately it's taking much longer than expected to get to that point :/
Murder Miners X status update! Recently Jonny started a fresh build for the game as the previous prototype build was becoming too complicated to work with. Working with Unity is very different from XNA. After starting this new build it was convenient to add in split-screen during this time (it would have been a bit more of a hassle to add it in later on top of other systems), so 6 player split-screen is in the game now:
We'll have an option to let you play 3x2 screens rather than the 2x3 screens there. And as you can see the player models aren't back in the game yet, we just have those little R2D2 guys for now, but we do have some video of the player model from awhile back that I'm sure you guys would like to see:
Nothing shown in this video is finished. It's still very early. A lot of networking / 'under the hood' type stuff has been worked on in the past couple of months. We just got custom armor colors in. You'll be able to change two colors on each armor piece instead of one, plus we plan to have custom user-made skins available for both armor and weapons. We should have something for you to play on PC this summer!