Men and balls


Breaking ankles.

Published on November 08, 2024 by Guinea Pig Labs

Devlog Ordinance Games

2 min READ


Ordinance Progress

This last month of work was sort of split into two sections, because I took a fat break right in the middle. Because of that, it felt like two months instead of one, but we’re still working at a (snail) steady pace so don’t get your hopes up.

Player Models

Player model lookin good. We have a naked man running around awkwardly. It’s immaculate.

Here you go.

We also did some simple stress testing.

In short, it works, but there’s still some kinks to iron out. We really want to get a good pattern down for making clothes and other equipment easily. So far, the process has been mind numbing, but we’ll get there.

Don’t even get me started on viewmodels…

Inventory

This got interesting- in good and bad ways. We technically started the inventory system at the end of September, had bursts of encouraging progress in a single day or two once a week, then suddenly ran into a mostly functional inventory system by the end of October. The total amount of time we spent working on the system must have been just over a week overall, which is cool and all, but I wish it actually just took a week to do the thing instead of a month. Not very scientific of me.

Here’s a preview of the inventory working with the hotbar and other stuff.

Other Things

Some other things we did last month? Well…

  • We can now create any entity and spawn it by name without having to manually put it in some list
  • Same with weapons
  • Inventory items hold custom data; essentially like Minecrafts’ NBT tags system, but just a dictionary instead of… Whatever.
  • Got a sweet notification system and UI.
  • (Bad) Console commands. They really do suck. They also run on a separate thread, and don’t parse arguments easily. It was my first time at a command system, ok? Give me a break. But we can use it to spawn entities, equip items, delete items, delete entities, teleport players, quit the game… That’s it.

On top of that little list, I forced dogman into creating some simple entities. A money printer and a roll of money. It took just over an hour, I think. I wasn’t timing him. But it helped me figure out some bugs to fix with the networked entities system I’ve been cooking up. Which, by the way, the entities did work across a network without dogman having to do any networking, so I call the test a big win. This setup we have going on is extremely cool and very gmod-like as of now. I want to keep expanding it so that we can add any entity, any weapon, any script or any map file– Which is next on my list.

Now we must retreat back into the lab. I think I left a burner on.