Completing the Outpost Set

I’ve managed to get the Outpost models into a presentable state, inside and out. Rather than use multiple textures on each mesh, I am using vertex colors to add red coloration to the building components.

atw-outpost-exteriorOutpost Final 2

I also recreated all of the generic material textures for the game (wood, metal, etc.) to be a bit more flat and fitting with the minimalistic aesthetic. Excluding furniture, the outpost is complete. Tomorrow’s task is to start work on a heavy industry building set.

Other Progress

I’ve submitted the latest version to IndieCade, here’s hoping that the game becomes a finalist. I’ve fixed a boatload of bugs over the past couple of days, mostly centered on the elevators and checkpoints. Here are a few bug fixes that may help you if you are a dev:

I’ve fixed this one audio bug that was annoying me for a long time. Apparently there is a bug in Unity’s audio system that causes popping or scratching sounds when 3D audio is played or stopped. Setting the doppler variable to 0 averts the problem entirely.

In general, when modeling  a modular set, make sure that the objects in the set overlap each other by a very tiny amount when positioned next to each other. That is, if you have a wall mesh that is meant to occupy a space of 4 x 4 x 0.5, it would pay to extend it to 4.0001 x 4.0001 x 0.5001. Why? Due to floating point imprecision, there will be a very tiny gap in between meshes that line up exactly next to each other. You will see ugly seams everywhere unless you make minuscule overlaps between objects. The overlaps are not readily visible, but the seams that they prevent  are highly noticeable.


The game’s Greenlight rank is now at 98% of the way to the top 100. It’s been around this level since mid-January, feels like being caught in limbo. Then again, I haven’t exactly been on top of marketing the game.

What I’ve Been Playing

I played through Nine Nine Nine over the weekend. This game hooked me pretty bad, I couldn’t stop playing until I saw every ending. The story was engaging and surreal, the puzzles difficult but fair, and the characters subvert the archetypes that they seem to embody. I was able to figure out who the mastermind was early on, but the game still had plenty of other unexpected twists and turns. Can’t wait to pay the sequel.

There’s another visual novel called Save the Date that you should check out. It’s difficult to describe it without ruining the experience, but it scratched a few of the same itches that Nine Nine Nine did, only in a much shorter game.

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