Changing Direction with Redshift

Into the next development phase of asset creation, we are slightly changing the trajectory for the game’s future development. Redshift was originally advertised as a game for the OUYA game system,  we believe it would be best to get a stable release running on the Windows operating system first, as it is a much larger market. Afterwards, part of the team will be directed to porting it to OUYA while the rest of the team will be working on a new project which will be unveiled at a later date. 

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 (Note: The tech demo posted in the arcade is out-of-date, bear with us here)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

 

Happy November!

October was a hectic month here at the office, and we’re working very hard to bring you the very best content. Mars One videos will surface this weekend, so watch out for that here –> CLICK HERE  We have our programming team working specifically on game mechanics and are having the artists take time to kick the existing graphics up a notch. We want something that is presentable for an impending Alpha release (Date TBA). Thanks for sticking with us on this project. 

Also, as some of you may know, we recently had a big transfer from our former name, FusaroLabs, and we had to move the entire site over to a new domain and account. So, update all of your bookmarks and any references of links you have saved to the old site. 

Oh yeah, and happy ‘No Shave November!’

~President of Centurion Softworks

A Quick Note on the ”Explore” Page

Some of you may have noticed the recent addition of the Explore page on the site, with links to all sorts of ‘labs’ pages. These will be extra sources of bits and pieces of news in our field, and will be fully operational within the week. When we transferred to the new URL during the move from FusaroLabs, there was a slight glitch. Please bear with us, and thank you for your patience.

President of Centurion Softworks