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Archive for the ‘ In Theory… ’ Category
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!
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 )
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
Settling back to normal work routine tastes good. Our asset importing/handling has gained new features and game design has taken steps forward with thoughts of communication methods between different temporal versions of Zero-Two. Very exciting stuff.
We’ve been invited to speak at Digital Storytelling seminar in Oslo, Norway next monday. We are honored to attend alongside Weta Digital and Fido. This short trip adds again a small bump to actual production work, but it’s definitely worth it.
Encouraging feedback still continues to roll in and one email we got from Jamie Counsell from Australia last week really stopped us on our tracks, in a good way. The reason is that the feeling we got while reading it was something that we couldn’t translate into words. We want to share that feeling and Jamie was extremely kind to let us publish the email. Till next week. (press “read more” to read the email)
What a week! We are completely and utterly taken by the feedback we’ve got from all of you guys. Over half a million views on different sites and just over 400K views on YouTube alone in one week! It’s beyond anything we hoped for, it’s bloody ridiculous. Like @TriniBoyD pointed out on twitter “All eyes on you guys now #nopressure”
Well, we are not pressured but 110% committed to finishing what we have started. It wasn’t a question before but seeing so many like-minded people out there gives us strength beyond strength. Seems that many of you are also throwing money at the screen, so we’re looking into crowdfunding to possibly materialize the game sooner rather than later.
And now that the smoke has started to settle there is still a lot of work to be done, so we best get to it. Till next week.
Alpo & Mikko
Although we’ve been quiet, we’re not dead. Far from it. We’ve been working hard to reach a major graphics milestone and on the teaser trailer which is also a test bed for all the features in the milestone. The release date for the trailer is April 25! \o/
To make things more real, here is a quick tour of our massive corporate headquarters and a screenshot of our editor. Enough talking, pics below: