Friday, January 22, 2016

January 2016 update!


The holidays forced us to take a small break and this month's been spent catching up.

We've done scheduling, design and planning work, fixing bugs, improving gameplay, polishing existing graphics and making new levels. We have a tight schedule of pushing two new levels per week which is quite difficult, but so far so good. Our first night-time level is in the game now and more will follow.


We also have new enemy units in the game now and we're only missing a few. As a result of a mandatory feature creep we still have a couple of game mechanic features to implement but those will be the last ones (for sure).

Here's our latest addition to the cavalcade of enemy bots: teslabot/electrobot. He's quite fast and can electrocute hostiles at a distance.

Viewport caption from Blender, missing particle effects and all that cool jazz

We've also done some furious sound editing. The number of sound effects needed for a project this size is quite staggering. As we don't have our own recording studio, we mix and mash sounds from commercial libraries to make them more customized and suitable for our purposes. I've mentioned this before, but I really love Renoise for the job due to my tracker music background. It's a lovely DAW most definitely.

Editing sound effects for Plasmabot



High resolution character art is progressing as our two main protagonists are done model & rigging-wise and ready to be posed and rendered for dialog & cutscene-images. A post about the character art workflow will follow sometime next week.

Anyway that's it for this post, thanks for reading!

-Sami Kuronen



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