Category Archives: Dev Log

Tavern Tycoon Developer log #5

Published / by TerapolyInsider

With Tavern Tycoon nearing release (ETA is January, but this date is tentative as always) I figured I'd share more about the game, specifically about the humor part of the game.

So, laugh, please, like right now!

Humor in Tavern Tycoon is definitely one of the game's core components. I honestly didn't think that adding humor to a video game would be rocket science, but after trying for few weeks, I have to admit - humor is hard.

For example check out the following example of my current humor.
Two underage kids are pretending to be an adult. When exposed, they run away. I think it is a nice way to sprinkle a bit of a humor through this and it is (I think). The hard part is to deliver it right and not turn the sequence into a distraction.

doors and tiles graphics updated.

All rooms received tile and door graphics upgrade. It feels good and provides unique visual queues for each room which is awesome. Other than that, not much to be said 😀

Tavern Tycoon Developer log #4

Published / by TerapolyInsider

So, from the looks of it, the last developer log for Tavern Tycoon was posted September 2014 - about two whole years ago. I actually can't believe that this project got sided for this long. Nevertheless, let's get down to business!

Isometric view and zone construction

ttdevlog4_01Perspective camera was my first choice during prototyping, but mid-production stage, I realized that there were aspects of this camera choice that impacted gameplay in a negative way. Near edge objects were hard to distinguish visually and less screen space was getting rendered at once - effectively narrowing player vision and control. They were subtle, but were becoming more and more noticeable as more content was added. At this point, I had to make a choice to turn to the good old isometric view.

By the time I started adding room building and item placement, I was really glad that I made the switch. Honestly, the zoning system (dragging to select a rectangular area) would not have worked well with a perspective view. In retrospect, the switch was inevitable.

And yes that dude is throwing up on the screenshot 😀


 is one of the things overlooked on many FPS games. There are couple games out there that supports mounting but that is as far as things go. DUST on the other hand, is going to go as far as we can. Right now there are six ways to hold your gun. Check the following screenshots to see what we are taking about...

screenie1Standard Grip First Person View (the new sky and shading is a bonus)

screenie5Close Grip

screenie3Handle Grip

screenie4Back Grip

Now, this is not all and only three has been shown but I think it should be enough to understanding the direction we are headed.

As for the feature itself and its uniqueness, let's be honest, having multiple animations to replicate grips is not world changing, but what if you were able to dynamically control your grip to mount your weapon? What if you were able to use a nearby tree trunk to keep your weapon stable? What if you could use your team mates shoulder to stabilize your sniper rifle? What if all this was implemented dynamically throughout the game?


To be continued on the next dev log.

D.U.S.T. Developer Log #1

Published / by TerapolyInsider

Live Rounds

Let's talk about technical stuff - bullet ricochet. As of Feb 3, the bullet ricochet model has been redone from ground up. The previous model, being "too sensitive", wasn't really a good reflection of a real life ricochet. Also, the old model was throwing off extreme bullet ricochets that did not take account of the surface friction and the velocity of the bullet at the time of impact. On another note, the new model also forced me to rewrite some of the ballistics model and merge the two under one single roof. So the ballistics model now handles the following

  1. Projection of the bullet
  2. Wind and atmospheric resistance
  3. Gravity
  4. Coriolis Effect
  5. Stabilization (based on bullet spin and grain)
  6. Tracers
  7. Dynamic penetration
  8. Suppression (Area of Effect)
  9. Impact simulation (fragmentation and ricochet)

Below is the new model, which shows from the visualization, (the red lines are for debugging visualization) how stable and accurate it is. Based on a sound mathematical model, the reflection angles and velocity are simulated in real time.