State of the Game #265: Post Release Bliss


Oh, what a beautiful week! Last week saw the release of the February update and a quick hotfix for some minor issues. This week, I have been gathering a lot of data on the new heat system and working on more and more secretive projects! One of the most fun and interesting things I have added to the game has …



Fixed overheating fireworks. Heat damage threshold is set to 85. Fixed Alpha 2 Silver camo not showing correctly in certain cases. Fixed Alpha Gold camo not showing correctly in certain cases. Fixed the M-RAD radiator collision issues.


State of the Game #264: The February Update is Here!


In January MAV brought in the Ice with No Mans Pass, but with February it’s bringing the heat! The heat system is in place and acts as it’s own damage type now. This means that Flamethrowers and ground fires will no longer do direct damage, but will instead add heat to the parts they touch! Each part has a few …


State of the Game #263 : The Vice Article


What an exciting week! I have been very busy, dealing with taxes, doing business type stuff, polishing up the February update, and get settled into a nice marketing groove. Suddenly, I get a message, telling me an article that was started way back in November would be going live. To be honest, I had forgotten about the article. So many …


State of the Game #262: Pax South 2017 Recap


Wow, what an amazing weekend! Lets start with the mission goal. To start off the trip, I arrived at the entry gate at exactly 7:30am on Friday morning. It was at exactly 7:32am that I realized that I had completely forgotten to bring my PAX badge on the trip with me. Crap. After about 45 mins of frantically talking from …

State of the Game #261: Rubber Duck Programming


Rubber duck programming is awesome. Oh, yes, that is a real thing. Don’t believe me, check it out for yourself. I do have to admit, I don’t own a rubber duck. But, I do have a very effective method for not only debugging but also for solving general design questions as well. I call this revolutionary method the ‘Explain it …


State of the Game #260: Looking at the Data


Welcome back for this weeks State of the Game! While I have been very hard at work on the next update for MAV, I wanted to take a look back at the January update to see how it went. So, part of why I like to track data and look at data is because I not only use it to …

January Hotfix Released!


This is a hot fix build to address some minor issues. * Fixed Heavy armor names having duplicated LP prefixes. They are back to the LP-RP prefixes. * Added more randomization to the AI build selection, specifically when allowing them to choose builds at a level below theirs. * Multiplayer servers will now receive AI information from the Skynet system. …


State of the Game #259: The January Update has Landed!


After a long wait of just 4 weeks, I present to you the January update! I am very excited about this update as it brings several really big changes to the game! It’s not a trick, it’s finally here. No Man’s Pass returns, with newly created level art, but the same great layout! In this new level you will find …


State of the Game #258: The Great Balancing Act

State of the game #199

Hello everyone! This week, I want to spend a bit of time talking about balance! As with many things in game development, it’s very easy to make a post about ‘balancing is hard, hur dur’ and move on. Instead, I want to talk about what tools I have and how I approach that very hard problem of ‘game balance’. First, …