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Welcome back to another Recapped! This month, we'll be taking a look at the happenings that... happened(?) in November of 2022. This was another good month for us, but - as ever - we're keeping some secrets to ourselves!

On November 15th we announced Trixel Creative's largest rebranding to date! With the introduction of an all-new logo, we've had to update several in-game assets and Restitched promotional images to match. You can read more about our rebranding here.

On November 7th, you may have noticed a logo for TrixelAudio made its way to the page for Restitched on our website. What is TrixelAudio? What does it entail? Well, we can tell you it's an open-source audio tool for Unity developers, but beyond that, you'll need to keep those ears pricked for future announcements!

On November 4th, we announced the winners of the trixel+ exclusive 'Design-A-Stamp Contest'! These are Krosso, Bearably, and Antoine Dion with their respective Stamps Stork, Low-Poly, and Gradient Pin! You can expect to see these community creations in the final game upon launch!

...and on November 8th, Halston imported the winning Stamps into the game!


This month the team made a resounding 344 commits to the code - a big step up from the 250 that took place in October! What did these many commits entail? Well, here's a sneak peek of what's to come in this post:


On November 8th, Snaxti finalized the models for Coiled Rope and a Message in a Bottle. We think these would look right at home in the Harbour theme, no?

On November 19th, Cade finalized the model for our specially Unbleached All-Purpose Flour. The cuisine is definitely... different... in the world of Restitched.

On the 28th, Matt displayed some progress toward the Moon Rover model.

This Moon Rover fits exactly where you would expect - in the new revision of the Moon background! We're almost there now, just a few additional tweaks and lighting adjustments need to be made.


On November 9th, Santiago shared this progress shot of his latest creation, but what could it be? Perhaps we'll have to wait and find out!

On the 27th, Daniel treated us to several new concepts based on our wardrobe ideas list, including this Trixel Creative Jersey!

And on November 28th, he treated us to a delectable gummy bear snack...

...which Halston began constructing in-game the very same day using shaders. Our implementation of shaders is experimental, and we're learning as we go. If you have expertise in this area, join the team and help us make our concepts a reality!


On the 7th day of the month, Michael tested Restitched on his Steam Deck! Again, this is very much our developers getting a feel for the game on the system, and we are not yet announcing any plans for platform support other than PC at this time.

On the 14th of November, Michael made leaps and bounds on custom Prop collision support. With a brand-new developer tool at our disposal, we can now manually draw collision over any prop. This allows for direct control over where the cursor will detect a prop, how the player and environment interact with it, and even introduces support for props having thin-layer collision! No more walking through the front and back of bowls!

This new tool meant reworking the way collision is handled in the game. Previously, we couldn't have support for Stuffy entering holes inside of colliders. Now, Stuffy can jump inside any cutout on Props!

As evident in the image above, there are still a few issues to iron out in regard to Stuffy's placement calculations on slopes.

On November 8th, Halston revisited an old Ticket Stamp to completely overhaul it. Though this isn't big news, it does go to show just how much effort we put into each and every asset in the game.


November 6th saw the long-anticipated addition of Cosmetic animations! Our talented team of animators worked hard to bring life to Stuffy as you dress-up your character. Our Lead Modeler Ozy then worked carefully to do these animations justice in-game!

Ozy has been hard at work improving Stuffy's animations, player model, and more. These changes take place in their own branch of the game for stability purposes, but we can't wait to see all the wonderful new changes merged into our master branch!

It's important to note that we're constantly refining animations and player input. Gameplay is the most important part of any game, so it will take quite some time to perfect it! You can see our updated running animation below, though there are still syncing issues with the animation, engine, and player movement speed.

On November 22nd, Luke revisited an old emote animation to properly flex Stuffy's guns! This emote may appear familiar to those of you who've read previous Recapped! posts.


On November 11th, our new programmer Leon got busy with his first tasks - the Build Mode UI update! We're finally breaking ground on the concept, and the first order of business is moving our cursors and tools to their own bar at the top of the screen.


Luke identified a bug this month with a specific material. Though Luke is playing a months-old build of the game through Steam, the bug remained in the game even today.

As you can see, the material is behaving very strangely! It can't quite decide where its center of weight is. Halston peeked into the engine and identified the issue as being a missing density value, and it was immediately fixed.

On November 22, Halston accidentally moved Stuffy's head in the engine while the game was running. This previously wasn't possible, but the addition of Stuffy's head tracking feature allowed for the head to be transformed. This is really creepy, but has since been fixed.

Sometimes Unity likes to try our patience! As you can see below, Michael ran into a one-off issue where Unity wasn't displaying Stuffy's model for some reason. Anytime we run into strange and unexplainable bugs like this, we simply restart the engine and order is restored. 

Ozy and Halston have encountered an issue where Stuffy occasionally turns sideways when crawling...

...and Jayden began work on pinpointing the issue, believing to have found the cause.


On November 11th, Thomas finalised another track for the game, titled 'Two Jumps Ahead'. For those unable to read the text on the image below, it reads:

Another one! This one strikes a line between the secret agent style and also having beach-y vibes with the instrument choice (guitar and organ).


On November 28th, Daniel jumpstarted discussions about language localization again. We're much too early in development to begin this process, but it's good to have a plan of action in mind for when the time comes. We've already begun translation for game terminology and the Steam page, with Brazilian Portuguese being our first target language!

This isn't a simple case of copy and pasting the language files though - many of our textures for Ornaments and Stamps include text, and these may all need to be updated too.


Git Yer Butt Off My Lawn - Halston

Stroofy Is Ready to Fight - Luke

Thanks for tuning in again! If you're new here or haven't already, we recommend checking out the full range of Restitched: Recapped! posts too!

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Comments

Bruce Michael

I absolutely adore jello stuffy. Hope that makes it into the final game.