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	<title>Here Come The Dead &#187; Category &#187; Update</title>
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	<link>http://www.herecomethedead.com</link>
	<description>A Game by Gnometech Inc.</description>
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		<title>March 2015 HCTD Update</title>
		<link>http://www.herecomethedead.com/2015/03/31/march-2015-hctd-update/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=march-2015-hctd-update</link>
		<comments>http://www.herecomethedead.com/2015/03/31/march-2015-hctd-update/#comments</comments>
		<pubDate>Tue, 31 Mar 2015 18:54:59 +0000</pubDate>
		<dc:creator><![CDATA[Gnometech]]></dc:creator>
				<category><![CDATA[Update]]></category>

		<guid isPermaLink="false">http://www.herecomethedead.com/?p=67</guid>
		<description><![CDATA[Look out!  Zombies on the hill at 50 yards! February and March have seen steady progress on Here Come The Dead.  There is now an assault rifle option in-game that the player will have to unlock.  When fired with one hand it jumps around a lot, requiring frequent aiming adjustments with your actual hand (1:1 [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.herecomethedead.com/wp-content/uploads/2015/04/HCTD_Feb_2015_Update_01.jpg"><img class="aligncenter size-full wp-image-69" src="http://www.herecomethedead.com/wp-content/uploads/2015/04/HCTD_Feb_2015_Update_01.jpg" alt="HCTD_Feb_2015_Update_01" width="1200" height="584" /></a></p>
<p>Look out!  Zombies on the hill at 50 yards!</p>
<p>February and March have seen steady progress on <em>Here Come The Dead</em>.  There is now an assault rifle option in-game that the player will have to unlock.  When fired with one hand it jumps around a lot, requiring frequent aiming adjustments with your actual hand (1:1 hand controls with the <em>Razer Hydra</em>, don&#8217;t forget!).  Holding on with your second hand steadies the rifle, making your shots more consistent.  And as you can see in the above image, there is also a working scope for the rifle &#8212; again, something that will likely need to be unlocked.  Being VR, you need to actually hold the scope up to your eye in order to use it.</p>
<p>I&#8217;ve also been mocking-up a firing range where the player may test out each of their weapons.  Normally this area would be undead-free so the player can focus on weapon handling rather than staying alive.  That&#8217;s what the rest of the game is for!  This level will likely be completely revamped for the game itself, and includes a few surprises.  I would also imagine playing it co-op could be a lot of fun, just hanging out with your buddy and trying out various things, talking over positional voice chat&#8230;</p>
<p>Along with these changes is a move over to a full data model for the game.  This means that weapon, enemy, and even player attributes are determined based on lists of data rather than hard-coded into the game itself.  This makes it much easier to tweak values, especially while trying to balance the game.</p>
<p>&nbsp;</p>
<p>- Dave</p>
<p>&nbsp;</p>
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		<title>January 2015 HCTD Update</title>
		<link>http://www.herecomethedead.com/2015/01/30/january-2015-hctd-update/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=january-2015-hctd-update</link>
		<comments>http://www.herecomethedead.com/2015/01/30/january-2015-hctd-update/#comments</comments>
		<pubDate>Sat, 31 Jan 2015 00:58:15 +0000</pubDate>
		<dc:creator><![CDATA[Gnometech]]></dc:creator>
				<category><![CDATA[Update]]></category>

		<guid isPermaLink="false">http://www.herecomethedead.com/?p=57</guid>
		<description><![CDATA[When I started the migration from Torque 3D to UE4 in the summer of 2014 it was in anticipation of Oculus Connect 1, and running on the DK2.  There wasn&#8217;t a lot of time to both learn a new game engine, and port HCTD over.  UE4&#8242;s Blueprint system really helped out with the transition by [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.herecomethedead.com/wp-content/uploads/2015/04/HCTD_Jan_2015_Update_01.png"><img class="aligncenter size-full wp-image-58" src="http://www.herecomethedead.com/wp-content/uploads/2015/04/HCTD_Jan_2015_Update_01.png" alt="HCTD_Jan_2015_Update_01" width="1300" height="612" /></a></p>
<p>When I started the migration from <em>Torque 3D</em> to <em>UE4</em> in the summer of 2014 it was in anticipation of Oculus Connect 1, and running on the DK2.  There wasn&#8217;t a lot of time to both learn a new game engine, and port HCTD over.  UE4&#8242;s Blueprint system really helped out with the transition by holding my hand and providing me guidance on what I could and couldn&#8217;t do with the various components.  I still had to implement my custom <em>Razer Hydra</em> and player code, as well as my custom IK solution for the player&#8217;s arms and spine in C++, but there wasn&#8217;t much else I couldn&#8217;t do with Blueprints for what I needed at the time.  I also relied on UE4&#8242;s Blueprints to update the game demo for the TAVES 2014 showing in November.</p>
<p>In December 2014 I took time to review where HCTD was heading, and started to plot its course towards a 2015 release.  Based on what I had learned in building the OC1 and TAVES demos of HCTD, I decided that I needed to move away from a Blueprint heavy structure and into a C++ one.  Here were some of my reasons why:</p>
<ul>
<li>The HCTD demos were not architectured with multiplayer in mind.  I wanted HCTD to support co-op play, so all of the player, player controller, and weapons&#8217; Blueprints I had assembled needed to be redone.</li>
<li>Blueprints are saved in binary files that are opaque to source control.  It is not easy to track changes, nor know what would be impacted with a roll-back.</li>
<li>I&#8217;m a core programmer that has been using C++ throughout my game industry career, and it feels comfortable to get in to extend, and modify, the engine code to the needs of the game.</li>
</ul>
<p>Throughout December 2014 and January 2015 I have been working to rebuild the game with multiplayer in mind using a C++ base.  I still use Blueprints as they are still awesome, but now in a more &#8220;glue code&#8221; capacity, similar to how I would use an engine&#8217;s scripting language.  Along the way I&#8217;ve improved how the player starts the level by touching their wristwatch (some demo players had trouble), added in weapon recoil, and further optimized the game&#8217;s performance under UE4 4.6.  All-in-all a good base for a new year.</p>
<p>&nbsp;</p>
<p>- Dave</p>
<p>&nbsp;</p>
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