October Development Update!

Greetings Pioneers!

This week we have been making more awesome progress on various areas of the game.

The new areas of landscape make traversing via vehicle a breeze. That’s right we have been working on prototypes and designs for vehicles! We have also been continuing work on our early objectives system for single player. Exciting stuff!

Here’s what we’ve each been up to:

John – Lead Designer

This week has been full of exciting design meetings. We finally have a direction plan for multiplayer that will encompass all our current systems (along with a few new ones) in a fun and interesting way.

Matt – Art Director

Whilst myself and Alex were working through lighting benchmarks for the bases last week I’ve been helping the guys out with vehicle setup and design over the last several days. The final visuals will be dictated by the function of these different vehicle types, we’re pretty happy with the different purposes and already have some nice looking silhouette/concept work to go with it.

Tristan – Lead Developer

This week I have been discussing and planning out the game type details for the next stages of multiplayer with John and Andy. It is all very exciting. I have also been reviewing the objective system for the game so that we can get some objectives set up in the world for some fun direction to the game.

Tom – Designer

I’ve been busy working on creating some shiny new vehicles for our intrepid pioneers to explore the world of Eden Star in. Hopefully you guys will appreciate them in all their bouncy glory!

Now that we have some sweet new vehicles, we need a nice new area to drive around in, so have spent the week generating some new landscapes to explore. 

This is a more fleshed out example of the final quality (pre-vis) of what we’re aiming for..

Ricky – Senior Developer

Looked into progressing the latest engine update, some new and rather handy features will be made available for the art team when this is done.

Marcin – Designer

I am continuing the work on the AI behaviours and attacks. I’ve implemented the first area attack and the first ranged attack that work with our new combat behaviours and perception. I also implemented the system for attacks to be able to use supporting visual actors, which will come in very handy when we need an attack to create or manipulate any objects during its execution.

Alex – Designer

Continued with asset unwraps for the base sets! They say UV unwrapping is like a jigsaw puzzle of chaos that can strike fear into the hearts of men! But not this day!

Lauren – Lead Animator

This week I have been continuing with the third person axe animations, there’s still some work to do to get them looking like they are hitting the objects you aim at (also you can’t interact with anything in 3rd person yet) but it’s getting there!

Sam Russell – Concept Artist

Hey there people! I’ve been brought on board to kit bash together some important visual design work for our vehicles. We’ve been focusing on two types, a speeder and 6 wheel transport/shuttle bus.

Andy – Lead QA

This week has been a massive push for finally getting vehicles in the game. We have had our new artist getting some cool concepts together and our new programmer getting a working prototype into the game.

See you in the fray!

-Team Flix