Meat Hell

A real-time strategy game made of meat.

● Dev logPage 2 of 2

Dev log

Weekly notes from building the game, written up from the project's progress log. 24 posts, newest first.

Week of 15 June

Stealth, heals and a superweapon

A busy week: a dozen new meat units and buildings, and multiplayer that holds up.

  • The first full two-machine multiplayer matches. Bandwidth cut a lot by sending movement intent instead of positions 15 times a second.
  • New meat units: the Grafter (heals one ally at a time), the Lamprey (stealth), the Parasite (steals buildings), the Teratoma (burrows underground), the Gristle Spewer and the elite tier.
  • New defenses: Eye Tower (detects stealth), Bile Geyser, Bonethrower, Maw-Pit and Gristle Spire.
  • The Plague Bloom superweapon, and the AI uses it.
  • Video quality presets, and big hordes got a lot cheaper to target.

Week of 8 June

Multiplayer begins

Every player action now goes through one command path, ready for the network.

  • The Intestine Heptapus's tentacles sway, done in a shader because the model has no rig.
  • Multiplayer is planned: the host runs the simulation and everyone else watches its state.
  • Every order, build and sale now goes through a single command bus, so the host can check it before it happens.
  • A first lobby, and the code that copies the host's units to the other players.

Week of 1 June

Group outlines and a GPU hang

Selection gets one outline, and rocket troops stop freezing the GPU.

  • Selecting a group draws one merged outline around everyone instead of a pile of overlapping circles.
  • The Bone Launcher holds its tube properly and has sounds now.
  • Fixed a full GPU hang when lots of rocket troops fired at once. Every rocket trail and impact was spawning a brand new particle system.
  • Skirmish maps can be flagged as test maps and filtered out.

Week of 25 May

3D cursors and blood trees

The cursor moves into the world, and the trees start bleeding.

  • The mouse cursor is now a 3D object sitting on the ground, and it changes shape for move, attack and plain pointing.
  • Attack clicks snap to the nearest target within about a tile, so you don't have to pixel-hunt a zombie.
  • Trees sway in the wind. A new blood tree has glossy wet foliage and a bone trunk.
  • Drag-select no longer grabs harvesters along with your army.