This sprint a number of features were finished off and tweaked after testing associated with getting ready for the Closed Alpha Launch of myMO on Steam. The list of features included:

  • Added new Sit to Chairs and Couches in the Broadcast Center
  • Added new Sit to Chairs and Couches in Club BlueMojo
  • Added new Sit to Chairs in Oasis Plaza
  • Fixed a bug associated with the “E” interaction key when accidently hit while walking which was causing the Avatar to fall thru the maps
  • Built command line tools to list the contents of created pak files to help in identifying large files (meshes, materials, textures) to help with optimization efforts
  • Created images of the levels that were used in the new popup when launching a new level
  • Incorporated new dynamic url based props capability into Rave Cave, Oasis Studio, Oasis Plaza, Broadcast Studio, Top of the Town, Warehouse, Dance Club, Club BlueMojo, Hippie Tea House and City Park
  • Added DJ Lights to Hippie Tea House
  • Added Credits Screen in Control Settings
  • Fixed Fireworks to work for Multiplayer
  • Fixed Music Reactive SFX to work for Multiplayer
  • Moved Music Reactive SFX from Oasis Park to Oasis Studio
  • Made the Light Show Directory which stores CSV files of created Light Shows to a directory in the packaged project
  • Worked on new Dive Inn Bar build which will have two buildings on two different heights that are connected via a slide

Began working on Game Level Control Settings by adding controls for Audio Channels Volume (Voice, Music, SFX & Master Volume):

A new feature was added so that Non-Playable Characters (NPCs) could be added in edit directly by using the RPM Hub Menus in the Game:

A new level was added in the Venues. It was for a build called Cyber City:

This sprint wrapped up the features and major bugs that were needed before starting to work towards the initial Closed Alpha Launch of the game in Steam. For the next couple of sprints the focus will not be in improving the game but instead look at what it will take to roll out myMO amongst a “friendly” Closed Alpha group of people. It will concentrate on what needs to be done in Steam, what basic documentation and tutorials are needed, recruiting a group of testers, developing a promotion plan having initial test events and discussions about the business side of making myMO a reality as a Steam Game that people will start playing. This will include taking the assessments that are part of a recently purchased book on Indie Game Development and Publishing to help check that most things have been addressed.

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