
Hey crew, it's that time of the month to give another short update on what we've been up to. I would have liked to get this out on the 10th to stay in line with the previous update and store release, but hopefully you all will forgive me.
If you're not already aware, the dev team for Ironclad is currently only able to dedicate part-time hours, with the dream of being full-time pending some form of development funding. That being said, it should be expected that these updates vary in size, especially with holidays taking time away from development.
Edited model to accommodate ammo loading components for the tank.
Adjusted the default scale of the .fbx so no scaling is needed in engine.
Implemented proper ammo loading for the tanks. This includes:
Hovering over interactable tank loading components will display a tooltip on how much ammo will be loaded out of the player's total in their inventory.
Interacting with the ammo loader takes ammo out of the player's inventory and puts it in the ammo loader
Loading for the tank shells visually displays the shells in the tank, adjusting as shells are fired
Ammo components are non-interactable if the player has no applicable ammo
Fixed some bugs with previous tank movement
Added tank ammo pickups - tank shells and tank machine gun ammo
Also added turkey tank ammo pickups for some impromptu holiday fun. I'll keep it in the game and add some special effects to it later.
Added sfx to item interactions and pickups
Properly converted the inventory UI to an inventory wheel that improves the flow of item swapping
Added dynamic ammo UI for the tank weapons while sitting in one of the tank seats
Made Settings menu accessible from the main menu
Modeled and textured the Roach Tank - a tank that can be operated by a single crewmember
Modeled and textured the Flea - a small disposable non-tank vehicle for closing distance quickly
Modeled and textured the Gate building (the building that players will spawn in) in preparation of adding functionality to it
Remade the player skeleton so we can more easily make bespoke animations for the player in the near future
Retargeted ALL the current player animations over to the new skeleton. Improved blendspaces and animation edits
Implemented a separate first-person mesh for the owning player to see.
Fixed an issue that caused the camera to move continuously with animations. Camera now stays completely still - MOTION SICKNESS BEGONE!
(I'm super happy with how this transition turned out as it improved the game feel considerably)
Vastly improved how multiplayer sessions are created, customized, and destroyed
Implemented randomized Join Codes for private sessions
Implemented ability to toggle visibility of sessions (private/public)
Okay, I think that's all for my informal patch notes this month. I have hopes that in my January Update I will have more information on an upcoming playtest for those eager to get their hands on the game. If you'd like even more granular updates on the game and to join our awesome community of crewmembers, be sure to join our discord! Until January 10th (TM) thank you again, and enjoy the holidays if you celebrate.