Oh, clarification: we still get our funding, but the organisation who provided it and have been doing this for 10+ years probably don't get to fund any more games.
Man, this thread has been dead ever since the forums moved and it fell off everyone's bookmarks list.
Here is a video of our game, it's only 1024x768 because I made it for the iPad to show around E3. Features the whale in his first moving picture appearance! http://www.youtube.com/watch?v=4d_OQORHlpE
That is looking pretty fantastic. I really, really like how flowing and smooth it all looks. Some of the earlier videos, while kinda cool, just felt like a ball rolling around, and it all felt a bit stiff (well, stiff in comparison). Now it looks a lot better. It all just looks really serene and nice. I like the 'floating lights following you' thing.
Just out of curiosity, how far off a release date do you think you are?
Thanks mang. Tell your friends. There's still a shitton to do but I'm hoping this year or the start of the next one. Most of what needs to be done now is level design, tbh.
Oh oh oh. Here is a piece of concept art I didn't post. I guess the artist spent way less time on this one than the others but I think it's pretty nice.
Well, here is some upcoming stuff: a new environment, the forest. I finally got the foliage system in UDK behaving itself so now I get to have a shitton of foliage without breaking my lighting builds. One of the milestones that we have to meet now that we have funding is coming up, I basically have to have area overworld hub area (there's 5) prototype'd and a lot of puzzle rooms done. It's comin' along okay.
I was also looking into whether there was an easy way to cook and package individual puzzle rooms at a non-stupid file size so that I could post playable puzzles on here for feedback, but at this point it seems like one puzzle cooks out at like 250mb. It's probably cooking a bunch of unnecessary crap though. If I got that under control so that each file was under ~50mb would you guys want to fuck around in rough unpolished puzzles and give feedback?
That is very pretty, and I wouldn't mind testing some of the puzzles for you. I'm super busy at the moment, but I could definately manage it if it's only half an hour or something of playtime. Hell, I'd probably even do it at 250mb.
Hey so I tried the mobile version of this game in portrait today. I kind of like it. What do you dudes think.
Due to some arbitrary restriction in UDK I can't have the game use both landscape and portrait depending on how you hold it, so it's one or the other. I'll probably end up doing landscape I guess but I quite like playing it this way. WHO KNOWS.
I personally find games lend themselves to landscape. Its just easier on the hands and I feel like your fingers are less in the way. Otherwise, looks really nice!
I dunno you guys I definitely feel like it controls better this way on the iPad. Those sticks are right where my thumbs go. Landscape is defs the way for phones though.
Of course UDK doesn't make that distinction so it probably ends up being landscape anyway.
There's no fancy shader stuff on iOS so my mobile rivers are the old scroll-a-texture-along-it kind. It actually looks pretty awesome on the device.
I got a bunch of new trees made, largely because there's no Speedtree support on iOS and the game is super barren without trees. These are better anyway.
And lastly I got bored the other week and did a PC version of Vroom, the iOS game. There's one more bug in it to fix that we know of and then I'll probably throw it up on the interwebs for you guys.
And here it is:
I just submitted the PC version of Vroom to IndieDB/Desura, it's not up there yet but you can get it here. This is a game @remington and @peterdevore and myself made for iOS last year, based on a mod for HL2 that me and @remington and @slapdash and a bunch of other guys from here made back in '08. You drive a truck around and run over zombies. Let me know if you hit any awful bugs or crashes or anything.
And here it is:
I just submitted the PC version of Vroom to IndieDB/Desura, it's not up there yet but you can get it here. This is a game @remington and @peterdevore and myself made for iOS last year, based on a mod for HL2 that me and @remington and @slapdash and a bunch of other guys from here made back in '08. You drive a truck around and run over zombies. Let me know if you hit any awful bugs or crashes or anything.
Embarrassing admission - I've never actually tried Shotgun Sunrise due to my lacking a PC or a copy of Half Life 2...
I potentially have both of things now though!
Posts
Steam // Secret Satan
http://joewintergreen.com/
In other development news, here are some trees and rocks made by the new artist guy (before I hired him, this was his art test).
The tree had to be no more than 800 tris and the rock no more than 300. They are each exactly that.
Here is a video of our game, it's only 1024x768 because I made it for the iPad to show around E3. Features the whale in his first moving picture appearance!
http://www.youtube.com/watch?v=4d_OQORHlpE
Just out of curiosity, how far off a release date do you think you are?
Steam // Secret Satan
Oh oh oh. Here is a piece of concept art I didn't post. I guess the artist spent way less time on this one than the others but I think it's pretty nice.
Looks very pretty.
Steam // Secret Satan
SPOILERS
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
NEVER
and by content I mean zombies
I can now support all your endeavors with this comforting knowledge.
There you go again. Writing checks you can't cash.
Twitter
I was also looking into whether there was an easy way to cook and package individual puzzle rooms at a non-stupid file size so that I could post playable puzzles on here for feedback, but at this point it seems like one puzzle cooks out at like 250mb. It's probably cooking a bunch of unnecessary crap though. If I got that under control so that each file was under ~50mb would you guys want to fuck around in rough unpolished puzzles and give feedback?
Steam // Secret Satan
Due to some arbitrary restriction in UDK I can't have the game use both landscape and portrait depending on how you hold it, so it's one or the other. I'll probably end up doing landscape I guess but I quite like playing it this way. WHO KNOWS.
Of course UDK doesn't make that distinction so it probably ends up being landscape anyway.
If you know what I mean
I mean, they're probably really good puzzles
Trying a new effect for push/pull
There's no fancy shader stuff on iOS so my mobile rivers are the old scroll-a-texture-along-it kind. It actually looks pretty awesome on the device.
I got a bunch of new trees made, largely because there's no Speedtree support on iOS and the game is super barren without trees. These are better anyway.
And lastly I got bored the other week and did a PC version of Vroom, the iOS game. There's one more bug in it to fix that we know of and then I'll probably throw it up on the interwebs for you guys.
Video game!
I am super pleased with how nice I've been able to make this look on there
A version of Vroom for your personal computer! Probably release it tomorrow, I'm making sure it's relatively bug-free.
I just submitted the PC version of Vroom to IndieDB/Desura, it's not up there yet but you can get it here. This is a game @remington and @peterdevore and myself made for iOS last year, based on a mod for HL2 that me and @remington and @slapdash and a bunch of other guys from here made back in '08. You drive a truck around and run over zombies. Let me know if you hit any awful bugs or crashes or anything.
BAM! Download link.
Potentially interested parties include:
@remington
@slapdash
@thejazzman
@Guido-Anchovy
@LittleBoots
@The Reverend Dr Galactus
@DeMoN
@thorgot
@Ohtsam
@Centipeed
@Raslin
@Jandaru
@FlippyD
@Zetx
@Sebiel
@Captain K
@The Kool Eagle
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Oh man!
Embarrassing admission - I've never actually tried Shotgun Sunrise due to my lacking a PC or a copy of Half Life 2...
I potentially have both of things now though!