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	<title>GroundBranch.com - Official website</title>
	<atom:link href="http://www.groundbranch.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.groundbranch.com</link>
	<description>BlackFoot Studios squad based tactical shooter</description>
	<lastBuildDate>Thu, 02 May 2013 11:01:58 +0000</lastBuildDate>
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		<title>A new interface to go with the Oculus Rift?</title>
		<link>http://www.groundbranch.com/2013/05/a-new-interface-to-go-with-the-oculus-rift/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=a-new-interface-to-go-with-the-oculus-rift</link>
		<comments>http://www.groundbranch.com/2013/05/a-new-interface-to-go-with-the-oculus-rift/#comments</comments>
		<pubDate>Thu, 02 May 2013 11:01:58 +0000</pubDate>
		<dc:creator>kris</dc:creator>
				<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Weapons]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1503</guid>
		<description><![CDATA[The Oculus Rift development kits have begun shipping to developers and despite the relatively low resolution and missing head translation, much praise is being heaped upon them. Will Ground Branch be supporting it? The short answer is, yes. The long &#8230; <a href="http://www.groundbranch.com/2013/05/a-new-interface-to-go-with-the-oculus-rift/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>The Oculus Rift development kits have begun shipping to developers and despite the relatively low resolution and missing head translation, much praise is being heaped upon them.</p>
<p>Will Ground Branch be supporting it?<br />
The short answer is, yes.<br />
The long answer is, $#&amp;@ yes.</p>
<p>The Rift brings a lot to the tactical FPS genre, not to mention gaming and non-gaming alike. The only issue the Rift has is that there are no decent interfaces to go with it &#8211; we&#8217;re stuck using a mouse/keyboard combo or gamepad.</p>
<p>The problem with any new device is getting past the super-human accuracy we are given when we use a mouse. Any non-mouse implementation will either need to match a mouses accuracy or provide a substantial benefit above and beyond this limitation.</p>
<p>You can see an interesting way of using a Razer Hyrda in the following video:</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/xbpx0vEPa1I?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>I could see an implementation similar to this that replaces aiming, sprinting, reloading and the like with simple realistic hand movements.</p>
<p>Reload?<br />
Hand to magazine, hold trigger.</p>
<p>Sprint?<br />
Both hands down.</p>
<p>Melee?<br />
Swing weapon out.</p>
<p>Not only more immersive, but faster and with more control then a button press.</p>
<p>Will that be enough to make up for the lack of accuracy?<br />
I don&#8217;t know.</p>
<p>I really don&#8217;t want to see &#8220;no mouse/keyboard&#8221; servers, but wouldn&#8217;t be surprised if it happens.</p>
<p>Thoughts?</p>
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		<title>In-game vid 07/04/2013</title>
		<link>http://www.groundbranch.com/2013/04/in-game-vid-07042013/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=in-game-vid-07042013</link>
		<comments>http://www.groundbranch.com/2013/04/in-game-vid-07042013/#comments</comments>
		<pubDate>Sun, 07 Apr 2013 07:14:23 +0000</pubDate>
		<dc:creator>kris</dc:creator>
				<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[true first person]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1490</guid>
		<description><![CDATA[Took care of a several issues related to the true first person viewpoint and thought I&#8217;d share a quick in-game vid of it in action. I&#8217;m not sure why, but the volume of my voices alternates a bit in the &#8230; <a href="http://www.groundbranch.com/2013/04/in-game-vid-07042013/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Took care of a several issues related to the true first person viewpoint and thought I&#8217;d share a quick in-game vid of it in action. I&#8217;m not sure why, but the volume of my voices alternates a bit in the uploaded version. I&#8217;ll try to figure out why before the next vid.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/ZqrPrblDTyI?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p><span id="more-1490"></span>This is the first time this version of the true first person system &#8211; which is different to what I&#8217;ve <a href="https://www.youtube.com/watch?v=Zw9aMIzb8vs">done in the past</a> &#8211; has been in a state worth showing. Its a big relief to see it working so well, even with limited animations and missing offsets. Have to sit down and explain it at some point&#8230;</p>
<p>Anyways, I hope you enjoy it and yes, I intend to do more in-game vids showing our progress towards a playable &#8211; and hopefully releasable &#8211; build.</p>
<p>-Kris</p>
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		<title>Real Life™ doing what it does best.</title>
		<link>http://www.groundbranch.com/2013/03/real-life-doing-what-it-does-best/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=real-life-doing-what-it-does-best</link>
		<comments>http://www.groundbranch.com/2013/03/real-life-doing-what-it-does-best/#comments</comments>
		<pubDate>Tue, 26 Mar 2013 13:18:48 +0000</pubDate>
		<dc:creator>kris</dc:creator>
				<category><![CDATA[Customization]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1476</guid>
		<description><![CDATA[Due to a dose of Real Life™, I did not have it in me to do updates or socialise much in the past few weeks. Thankfully, things have a progressed and much of the stress is gone. On the bright &#8230; <a href="http://www.groundbranch.com/2013/03/real-life-doing-what-it-does-best/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Due to a dose of Real Life™, I did not have it in me to do updates or socialise much in the past few weeks. Thankfully, things have a progressed and much of the stress is gone.</p>
<p>On the bright side, one way I deal with stress is to distract myself by coding&#8230; a lot. I&#8217;ve done everything from updating more loadout and UI related code (booo!) to gametypes and AI (woohoo!).</p>
<p><span id="more-1476"></span></p>
<p>As a result, you can run around with a custom loadout in a round based gametype firing off rounds in the distance and watch the bullets trajectory traced out by a debug line. It is not with out its issues (see image below) but is a great feeling to finally be shooting again.</p>
<div id="attachment_1477" class="wp-caption aligncenter" style="width: 426px"><a href="http://www.groundbranch.com/2013/03/real-life-doing-what-it-does-best/dev_ingame_20130326a/" rel="attachment wp-att-1477"><img class="size-medium wp-image-1477" alt="dev_ingame_20130326a" src="http://www.groundbranch.com/wp-content/uploads/2013/03/dev_ingame_20130326a-416x250.jpg" width="416" height="250" /></a><p class="wp-caption-text">Twin mags FTW!</p></div>
<p>It is setup in a similar to <a href="http://www.naturalselection2.com/">Natural Selection 2</a> &#8211; everyone is sent to a ready room between rounds or when they first join the server, with team and spectator selection done in game by walking to the appropriate area. We&#8217;re hoping this will help promote the community, giving people a chance to talk and interact, show off or exchange loadouts and so on. It also ensures the teams get shuffled regularly, hopefully making for less one-side fights, at least on public servers. Shortcuts are available to quickly select your team and yes, F4 is does send you back to the ready room <img src='http://www.groundbranch.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<div id="attachment_1478" class="wp-caption aligncenter" style="width: 426px"><a href="http://www.groundbranch.com/2013/03/real-life-doing-what-it-does-best/dev_ingame_20130326b/" rel="attachment wp-att-1478"><img class="size-medium wp-image-1478" alt="dev_ingame_20130326b" src="http://www.groundbranch.com/wp-content/uploads/2013/03/dev_ingame_20130326b-416x250.jpg" width="416" height="250" /></a><p class="wp-caption-text">These guys are so in sync, they even stand around in the same idle positions&#8230;</p></div>
<p>To anyone who doesn&#8217;t own it already own NS2, its worth a look. I got involved in the beta many moons ago and was on the local Aussie servers for a good long while. I plan on heading back there eventually, but John keeps getting out the whip if I stop coding for longer then it takes to ingest more coffee or visit the lav.</p>
<p>Don&#8217;t tell him I said that&#8230;</p>
]]></content:encoded>
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		<title>What is old is new again</title>
		<link>http://www.groundbranch.com/2013/03/what-is-old-is-new-again/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=what-is-old-is-new-again</link>
		<comments>http://www.groundbranch.com/2013/03/what-is-old-is-new-again/#comments</comments>
		<pubDate>Thu, 14 Mar 2013 02:03:32 +0000</pubDate>
		<dc:creator>jsonedecker</dc:creator>
				<category><![CDATA[Weapons]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1468</guid>
		<description><![CDATA[One thing that can happen with game development that spans a lengthy time period is art done early in the process can start to feel outdated and fall behind the current standards. This isn&#8217;t always a bad thing (It&#8217;s the &#8230; <a href="http://www.groundbranch.com/2013/03/what-is-old-is-new-again/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>One thing that can happen with game development that spans a lengthy time period is art done early in the process can start to feel outdated and fall behind the current standards. This isn&#8217;t always a bad thing (It&#8217;s the gameplay man!) but I felt like the weapon models/textures needed an upgrade since they are so visible. The work previously done by Snowfella was top notch and served its purpose very well. So again, my hats off to him&#8230;..and we are still using some of his work in the finish game as well.</p>
<p>So let&#8217;s start off with the high res version of the AK-74. This model is used to bake Normal and Ambient Occlusion maps for the in game model. I&#8217;ll do some more updates down the road to show some of the process.</p>
<p>-John</p>
<p>&nbsp;</p>
<div id="attachment_1469" class="wp-caption alignnone" style="width: 451px"><a href="http://www.groundbranch.com/wp-content/uploads/2013/03/AK74_High.jpg" rel="lightbox[1468]" title="What is old is new again"><img class="size-medium wp-image-1469" alt="High polygon model" src="http://www.groundbranch.com/wp-content/uploads/2013/03/AK74_High-441x250.jpg" width="441" height="250" /></a><p class="wp-caption-text">High polygon model</p></div>
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		<title>Odd tests are odd&#8230;</title>
		<link>http://www.groundbranch.com/2013/02/odd-tests-are-odd/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=odd-tests-are-odd</link>
		<comments>http://www.groundbranch.com/2013/02/odd-tests-are-odd/#comments</comments>
		<pubDate>Wed, 27 Feb 2013 08:33:58 +0000</pubDate>
		<dc:creator>kris</dc:creator>
				<category><![CDATA[Customization]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[ai]]></category>
		<category><![CDATA[bots]]></category>
		<category><![CDATA[unreal engine]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1454</guid>
		<description><![CDATA[New UE3 build this week, which delayed work in other areas a bit, but no matter. After finishing an update of this kind, I like to check things by making a quick map in the editor, chucking in random stuff &#8230; <a href="http://www.groundbranch.com/2013/02/odd-tests-are-odd/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>New UE3 build this week, which delayed work in other areas a bit, but no matter.</p>
<p>After finishing an update of this kind, I like to check things by making a quick map in the editor, chucking in random stuff and running it with multiple players. I was already in the process (before the update) of more tests involving loadouts, so I thought I&#8217;d combine the two.<br />
<a href="http://www.groundbranch.com/2013/02/odd-tests-are-odd/dev_ingame_20130227a/" rel="attachment wp-att-1455"><img class="alignnone size-medium wp-image-1455" alt="dev_ingame_20130227a" src="http://www.groundbranch.com/wp-content/uploads/2013/02/dev_ingame_20130227a-444x250.jpg" width="444" height="250" /></a><br />
Basic bot code has been sitting there for ages. I just created a nav mesh, told them to use a loadout and let em&#8217; rip. Considering the level of asset optimisation (none) and the age of the machine (2008), I&#8217;m happy with the results.</p>
<p>Also been testing and updating firearm related code.<br />
With any luck, we&#8217;ll be shooting at each other soon, which will be nice.</p>
<p>You know, read out of context, that could sound weird&#8230;</p>
<p>-Kris</p>
]]></content:encoded>
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		<title>Work on loadout replication continues&#8230;</title>
		<link>http://www.groundbranch.com/2013/02/work-on-loadout-replication-continues/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=work-on-loadout-replication-continues</link>
		<comments>http://www.groundbranch.com/2013/02/work-on-loadout-replication-continues/#comments</comments>
		<pubDate>Sun, 17 Feb 2013 22:31:36 +0000</pubDate>
		<dc:creator>kris</dc:creator>
				<category><![CDATA[Characters]]></category>
		<category><![CDATA[Customization]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1442</guid>
		<description><![CDATA[Pretty rough (lighting etc), but the information travels across the network correctly, which is the most important thing. Loadouts are saved in the JSON format to make sharing and editing them a lot easier. To make this easier to send &#8230; <a href="http://www.groundbranch.com/2013/02/work-on-loadout-replication-continues/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Pretty rough (lighting etc), but the information travels across the network correctly, which is the most important thing.</p>
<p><a href="http://www.groundbranch.com/2013/02/work-on-loadout-replication-continues/dev_ingame_20130213a/" rel="attachment wp-att-1443"><img class="alignnone size-medium wp-image-1443" alt="dev_ingame_20130213a" src="http://www.groundbranch.com/wp-content/uploads/2013/02/dev_ingame_20130213a-444x250.jpg" width="444" height="250" /></a></p>
<p>Loadouts are saved in the <a href="http://en.wikipedia.org/wiki/JSON">JSON format</a> to make sharing and editing them a lot easier. To make this easier to send across a network, the client will take this loadout and reduce it down to references from a item list that has been synchronised between the server and client, then send that to the server.</p>
<p>After verifying its contents, based on admin, gametype or scenario restrictions, the server then distributes this to all the clients, as required.</p>
<p>This allows for plenty of player customisation, but ensures that the <span style="text-decoration: underline"><strong>server remains king</strong></span>.</p>
<p>Another decent step towards a playable build <img src='http://www.groundbranch.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>-Kris</p>
]]></content:encoded>
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		<title>Fun with replication!</title>
		<link>http://www.groundbranch.com/2013/02/fun-with-replication/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=fun-with-replication</link>
		<comments>http://www.groundbranch.com/2013/02/fun-with-replication/#comments</comments>
		<pubDate>Sun, 10 Feb 2013 12:43:04 +0000</pubDate>
		<dc:creator>kris</dc:creator>
				<category><![CDATA[Customization]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Weapons]]></category>
		<category><![CDATA[attachments]]></category>
		<category><![CDATA[equipment]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[ingame]]></category>
		<category><![CDATA[items]]></category>
		<category><![CDATA[loadout]]></category>
		<category><![CDATA[replication]]></category>
		<category><![CDATA[weapon]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1432</guid>
		<description><![CDATA[Working on replicating loadouts &#8211; both player and item &#8211; from server to client. Since items can attach to other items, there is a chance that attachments will run several layers deep. To test this, I added an attachment point &#8230; <a href="http://www.groundbranch.com/2013/02/fun-with-replication/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Working on replicating loadouts &#8211; both player and item &#8211; from server to client.</p>
<p>Since items can attach to other items, there is a chance that attachments will run several layers deep. To test this, I added an attachment point to the ACOG and created a new weapon loadout to abuse it.</p>
<p>The following is the in-game results&#8230;</p>
<p><a href="http://www.groundbranch.com/2013/02/fun-with-replication/dev_ingame_20132010a/" rel="attachment wp-att-1433"><img class="alignnone size-medium wp-image-1433" alt="dev_ingame_20132010a" src="http://www.groundbranch.com/wp-content/uploads/2013/02/dev_ingame_20132010a-444x250.jpg" width="444" height="250" /></a></p>
<p>I had to laugh.</p>
<p>Needless to say, no, you won&#8217;t actually be able to do this in the final game <img src='http://www.groundbranch.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Either way, it feels good to be working on gameplay related stuff.</p>
<p>-Kris</p>
]]></content:encoded>
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		<title>Its time to take our glorified GI Joe simulator&#8230;</title>
		<link>http://www.groundbranch.com/2013/01/its-time-to-take-our-glorified-gi-joe-simulator/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=its-time-to-take-our-glorified-gi-joe-simulator</link>
		<comments>http://www.groundbranch.com/2013/01/its-time-to-take-our-glorified-gi-joe-simulator/#comments</comments>
		<pubDate>Sat, 26 Jan 2013 13:05:37 +0000</pubDate>
		<dc:creator>kris</dc:creator>
				<category><![CDATA[Characters]]></category>
		<category><![CDATA[Customization]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Weapons]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1423</guid>
		<description><![CDATA[&#8230; and turn it into something playable. We have no plans to release the build shown here to the public at this time, but it is making the rounds with donators from Ground Branch&#8217;s early days. Once it has been &#8230; <a href="http://www.groundbranch.com/2013/01/its-time-to-take-our-glorified-gi-joe-simulator/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>&#8230; and turn it into something playable.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/j0mF3gryPus?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>We have no plans to release the build shown here to the public at this time, but it is making the rounds with donators from Ground Branch&#8217;s early days. Once it has been abused and patched up for a while, we&#8217;ll consider our options.</p>
<p>That&#8217;s it.</p>
<p>-Kris</p>
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		<title>Remember that boring stuff?</title>
		<link>http://www.groundbranch.com/2012/12/remember-that-boring-stuff/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=remember-that-boring-stuff</link>
		<comments>http://www.groundbranch.com/2012/12/remember-that-boring-stuff/#comments</comments>
		<pubDate>Tue, 18 Dec 2012 03:24:25 +0000</pubDate>
		<dc:creator>kris</dc:creator>
				<category><![CDATA[Customization]]></category>
		<category><![CDATA[Weapons]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1402</guid>
		<description><![CDATA[It is really starting to shape up. That&#8217;s it. -Kris]]></description>
				<content:encoded><![CDATA[<p>It is really starting to shape up.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/Udu2UoiX7cc?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>That&#8217;s it.</p>
<p>-Kris</p>
]]></content:encoded>
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		<title>Boring stuff needs doing too!</title>
		<link>http://www.groundbranch.com/2012/12/boring-stuff-needs-doing-too/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=boring-stuff-needs-doing-too</link>
		<comments>http://www.groundbranch.com/2012/12/boring-stuff-needs-doing-too/#comments</comments>
		<pubDate>Mon, 03 Dec 2012 13:38:00 +0000</pubDate>
		<dc:creator>kris</dc:creator>
				<category><![CDATA[Customization]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://www.groundbranch.com/?p=1390</guid>
		<description><![CDATA[Engine updates, bug fixes, fiddling with motion capture files, UI work &#8211; all quite boring. I spent quite a bit of time this weekend tracking down an issue that developed &#8211; which was my fault &#8211; and migrating to a &#8230; <a href="http://www.groundbranch.com/2012/12/boring-stuff-needs-doing-too/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Engine updates, bug fixes, fiddling with motion capture files, UI work &#8211; all quite boring.</p>
<p>I spent quite a bit of time this weekend tracking down an issue that developed &#8211; which was my fault &#8211; and migrating to a new UE3 build.</p>
<p>Seem to have nailed the problem, hopefully for good.</p>
<p><a href="http://www.groundbranch.com/2012/12/boring-stuff-needs-doing-too/dev_ineditor_20121203/" rel="attachment wp-att-1391"><img class="alignnone size-medium wp-image-1391" src="http://www.groundbranch.com/wp-content/uploads/2012/12/dev_ineditor_20121203-444x250.jpg" alt="" width="444" height="250" /></a></p>
<p>I hope so, otherwise John will slap me upside the head again.</p>
<p>Speaking of John, he&#8217;s recently been replacing the <del>crappy</del> awesome programmer art I created for the UI with proper assets, based on this mockup.</p>
<p><a href="http://www.groundbranch.com/2012/12/boring-stuff-needs-doing-too/main_mockup_shot_3/" rel="attachment wp-att-1392"><img class="alignnone size-medium wp-image-1392" src="http://www.groundbranch.com/wp-content/uploads/2012/12/Main_Mockup_Shot_3-444x250.jpg" alt="" width="444" height="250" /></a></p>
<p>Jeremy continues creating new animations, based on earlier motion capture work.</p>
<p><a href="http://www.groundbranch.com/2012/12/boring-stuff-needs-doing-too/dev_ineditor_20121203b/" rel="attachment wp-att-1393"><img class="alignnone size-medium wp-image-1393" src="http://www.groundbranch.com/wp-content/uploads/2012/12/dev_ineditor_20121203b-444x250.jpg" alt="" width="444" height="250" /></a></p>
<p>Nothing particularly fun or interesting, but it is progress.</p>
<p>- Kris</p>
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