Redshift Stability Updates

As a developer, I feel that you tend to have a huge bias towards all of your own work. For me, that comes in the form of: “Nah, that’ll be fine, just leave it”

While this saves me time initially, it often comes back to haunt me later and cause me more troubles, which is why I’ve chosen to write about it today. While building the early mechanics for the game, it occurred to me I would need to spend more time on it than I had originally planned to. So, with that, I have decided to take an extra week tightening up the way the tech demo functions before moving to the next plan of action; NPC’s and interactive world objects. (Note: The tech demo posted in the arcade is out-of-date, bear with us here)

Also, it occurred to me another thing I liked about games I’ve played is the vast amount of hidden unlockable secrets and ‘Easter eggs’ that players can find, without necessarily being led to them. Now I’m not going to really say any more regarding that, all I’m saying  is keep your eyes open….

-Programming Department Head, Centurion Softworks

Redshift – Work Summary 2/27/2014

So, here’s what happened in the last week:

-A few days ago, we got authorized on IndieDB! Be sure to check it out HERE!

-I’ve been working on the gameplay, trying to make it as user-friendly and smooth as possible, but we need to nail down the meat & potatoes of the game’s frame first.

-Alpha version Maximus can now shoot stuff

-I’ve updated the Arcade tech demo to the latest version to support the pause menu and dynamic save system (does’t save from previous sessions because it is hosted in a web browser, but will in the Desktop Version)

For the Upcoming Week:

-Basic enemies (this may take longer than a week)

-Particle systems to enhance visual effect

-Full connectivity of portals and scene switches for proper testing (painful!)

 

Stay tuned folks.

Redshift Gamesave Feature – An Update

As I was writing the code for the gamesave function, I realized what I had disliked about many of the games I’d previously played.  When it comes to saving the player’s progress, most games offer to save the game via a pause menu or some sort checkpoint the player would need to reach. While this promotes continuous progress in terms of the gameplay, that isn’t what I’d set out to make when I began Redshift. To remedy this, I’ve created a dynamic savegame system which allows the player to instantly save the entire state of the game with the push of a single button, without ever leaving the game window for a menu or ever reaching a checkpoint. At a later date, I may implement an actual physical game save menu to manage the saved games you’ve created, but for now this is a solution which offers flexibility to the player, and also allows casual gameplay without any clear-cut required goals the player must reach before being able to sign off.

 

All in all, I think it went well.

Daily Work Summary: 2/16/2014

I spent the latter half of the day doing tedious work with Redshift.

Today was spent polishing up the GUI, as well as giving the planetary selection screen functionality, allowing the player to choose where to fly to. Also, navigation assistance has been added to the player’s personal computer when traversing a planet so they always know how to get back to the return pad.

Asset Creations and More!

The holidays have come and gone, but what’s going on over here? Earlier this month, we announced our newest project, Amygdala. Since then, critical strides in the storyboarding and asset creation processes have been taking place. We’ve completed the storyboard and production plan, and for the past few days, have been analyzing the sketches we’ve made, to begin creating models, textures, scripts, and everything we need to get the game rolling. Here are some screenshots of some textures we are working on.

Sample of Wood Paneling - Untextured

Sample of Wood Paneling – Untextured

Sample of Wood Paneling - Textured

Sample of Wood Paneling – Textured

Sample of Cobblestone Tile - Untextured

Sample of Cobblestone Tile – Untextured

 

Mars One – New Screenshots and Such!

I’ve updated the official game page with new screenshots from recent developments and information about our current development status. Everyone’s getting excited about this game here at FusaroLabs, so I hope you guys are too! Soon, there will be an official way to apply to be an alpha tester, and an official alpha tester’s comment section. Check out the new screenshots below and head over to the game page to see more.

Hmmm.... What's This?

Hmmm…. What’s This?

Solar Array + Super-Top Secret Device Hooked up in the Back

Solar Array + Super-Top Secret Device Hooked up in the Back

Development Window

Development Window

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Head over to out Twitter Page for constant updates straight from the HQ!

New Screenshots of Mars One!

New screenshots from Mars One again? Of course!  I’ve been working lots on the story and campaign, to give the game more of a completed feel, making development around the scenery much easier. 

canyon

 

 

 

 

 

The above picture shows the scenery across the Martian terrain, the large antenna helps with navigation so players know how to get back to the base. The canyon I’ve recently been building is seen to the right side, which will be the location for the next mission 😉 At left, the meteor impact site is seen, which also plays into the story.

 

marsbase

 

 

 

 

 

 

The above picture is a view of the Mars Base, showing the player’s residence, the landing pod, the antenna base, and solar panels. The orange arrow is to help with the tutorial part of the game, directing players to a goal as they warm up to the game, making it more user-friendly and easy to understand. Read below for further information on future updates and things I have on the table for the coming weeks. 

 

To Do List for the Coming Weeks:

-Obviously, the sky is insufficient for a finished game. I intend on adding an orange, dusty hue to make the environment feel more realistic and completed.

-I am working on gameplay as I write this, making the structure and flow better and easier to understand. 

-The ground texture needs more tesselations in order to make the terrain smoother.