Crunch Time (From Home!)
We're just weeks away from launching our Kickstarter and the pressure has never been so apparent. Our finances are dwindling and like a cactus in the valley we are hoping for the drought to come to an end. Here's where we are at!
Gifs and Eye Candy
What you're seeing here is ambient occlusion, kind of. We built a tileset of shadows that I dynamically create based on where walls are. We build it into a vertex buffer and then draw it. It is super performant and adds a lot of depth to the lighting within any scene.
Finally Seeing Our Game
This is one of those games that you can't really play until you've laid out a good amount of content and all the core systems are fully fleshed out. Imagine how disappointing it would be to play an MMO with no other players. Some features are vital to the experience you want to deliver.
A few weeks ago we started to see glimpses of what Bring Me Hope could be. We had finally finished the perk system, marking the last core feature to be implemented. Now we just need about 15 more minutes of story content and we'll have a very satisfying demo.
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I've spent 12+ years learning/working around game development. I love all sorts of interactive media. I'm also a mediocre musician.