This is our toilet.
After taking a break for exactly 100 days we dusted our keyboards and fired up the Theory engines again today. And boy does it feel good!
We’re picking up where we left off, crunching the gameplay reveal stuff together. Once we clear all the boring but mandatory paperwork out of the way first
So, coolness is on it’s way again! Stay tuned!
Hello friends. From the deep dungeons of creation we crawl back to the surface only to inform that the gameplay premiere will be delayed some more. We were aiming to release gameplay stuff next week before my paternity leave kicks in, but despite working night and day, even skipping all social contacts, we’re not happy with it yet. This is life folks.
So the next couple of months will be dedicated to kids and the development of Reset will continue slowly in the background. The step away from the project will probably be good also, gives us time to clear our heads and eyes and most of all, play games!
Yo yo yo!
Ok so we’re about to dive into the last phase of proofing the gameplay and preparing the crowd funding campaign. We will focus on those solely, so the next post we update will be the gameplay trailer and campaign start \o/. We still have a lot to do but it’s so close we can almost taste the crunch (pun intended).
To make the wait a lot harder here are some wallpapers from the first trailer.
See you on the other side!
Update posts too few and too far apart, brain and and hands jammed in a creation position… and and I’m out of coffee. Oh and it’s finally snowing outside. Definitely calls for a bit of philosophy… and a hammer. And more coffee.
But more on that later. First things first: status report. Construction of the actual game world has begun \o/. We finally migrated to our production scene structure, that is final enough to begin using as a creation tool. The animation system and related gameplay stuff is proceeding nicely, or as we like to say “slowly but uncertainly.” The game’s puzzles involve a lot of physics and tweaking them is tedious work as we have to and want to experiment. Work continues fiercely on all fronts and the end of the year is closing fast.
Which brings us nicely to the topic at hand; The Art of Progress Updates.
This week (and a couple of weeks before this) we’ve been mostly eating acorns… I mean constructing the character animation system We are paying the same kind of attention to it as all the other important aspects of the game. We believe that one key factor in deepening immersion in games is creating believable interaction between a character and the environment. Following this belief and combining it with our smart production methods guideline we have come up with a system that interacts with the terrain and other arbitrary surfaces naturally and without the need to animate huge amount of different walk cycles for different slopes and other special cases. Our approach adjusts basic hand animated cycles procedurally to the environment. So we get better results than in many games with less work.
Now you might wonder what we mean by smart production methods. This simply means that in order for us to achieve what we want we must not be afraid to make paradigm shifts from standard game development methods. We must question standard methods to find ways for us to achieve our vision with such a small team. Of course this is a bit of an understatement. Every company builds it’s own set of tools to get the job done, especially in the gaming industry. So we are not different, we are only very conscious of our need to think outside the box. In addition to trying to reduce workloads we aim to get better results at the same time.
As work continues we continue working Keep it tight people.
It’s good to be back. Summer vacations and baby deliveries are over, thank goodness. No but seriously, a break away from the norm was extremely good, and now we are psyched and pumped and ready to rock. Actually we’ve been back for a few weeks already, furiously working on the gameplay. I’m happy to say that we’re making good progress and will be showing gameplay before the year is over.
If all things go as planned (which they always do, especially in the gaming industry ), we are looking at a 2013 release. And we are preparing a crowdfunding project with some neat rewards for the last phase of the development. So all of you who have expressed the interest to become a part of this project and contribute can finally do so. But more on that when the time comes.
Enough blabbering, get back to work! (The voice inside my head is yelling, I must obey )
This article series concentrates on the technical side of the development. We start it with a look at the 3D content creation tool Blender and how we use it.
Why Blender you ask? I’ve previously worked with 3ds Max and XSI and found both packages to have their strengths and weaknesses. The XSI workflow suited me well and was planning to continue with it when we started on this project. The limited project budget however made me look at other options aswell. Did take a peek at Modo which looked promising and a few other smaller packages like 3DCoat. I had heard good things about Blender from different sources and decided to have a look at it also. Read more
Back from Norway, big thanks to Angela Amoroso, Kim Baumann Larsen and Eric Hanson for the great Digital Storytelling seminar!
Enough of that, let’s get down to business. Some of you have requested for a high quality downloadable version of the trailer and if you’re one of them, good news. You can download it from Game Front (521MB, 30Mbps Avi h.264) You are free to share it or post it on your site as long as you don’t alter the contents. You can however transcode it to a more user friendly size if posting somewhere online.
Work continues on the game, slowly but surely. Today we are starting the more technical oriented series of articles we promised. The series is called “In Praxis…”, clever huh