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Dev Update - 2016-02-08


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LadyTiggs

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News from CapnJosh:

 

All right, things are moving now.  We had some huge UI issues that we've solved with the help of some great people.  It'll be the stuff of legends, and it'll make for some great live stream material - yes, have no fear; that's coming up again.

 

The team has grown, and we have the level of engineering support that Hawken deserves.

 

Today we had a pretty big breakthrough with Vivox.  We have completely rewritten the integration with some close consultation with our good friends over at Vivox, and it's smooth like butter now.  Or maybe more like a really good water slide.  Anyways, it's going well.

 

Things like the mech art pipeline have been rediscovered and documented.  We're now stepping through how weapons are created and structured, with an eye toward how best to manage balance with these beastly things.

 

We're starting to actively review AI, and honestly there are some good opportunities there.  Not Skynet-level opportunities for world domination, but good opportunities nonetheless.

 

Happily, Hawken's code architecture is really quite good.  Despite the fabled "tech debt" (as all projects accumulate), one thing that's held strong is that the Adhesive team knew how work *with* Unreal rather than against it.  We've had more than a few discussions where we've tipped our hats in their direction.

 

It's been rather long between updates, but we're nearing when we will be able to fill you in on all the things we've been working on.  "Heh heh..." you say, "I've heard that one before."  Well, it's true.  We have 2 more big technology hurdles to clear, but given the people we've got on it now, I'm not worried.  2016 has a big up side for Hawken, and it's going to be a fun ride.

 

-capnjosh


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