Saturday, April 21, 2007
Recruitment fever
We've had an almost unhealthy number of responses to the tech demo, resulting in a rapid growth of the development team. This enthousiastic response even surprised me. As a result, we can start to generate some serious content for the game. Work is now underway to setup the correct infrastructures needed to support the team. As a coder, this means I have to get my lazy ass back to work to implement the features needed by the new guys. I am confident that our next demo will show some actuall Remorse content in full action. The technology is almost there, we just have to follow our creative minds.
Wednesday, April 18, 2007
Engine Tech Demo
The second tech demo of the Existence 2.0 Engine has been released to the public. If you want to see the technology driving Remorse, take a look at it. We hope to receive a lot of feedback and maybe some new enthousiastic team members. To get the demo, go to the SourceForge page:
http://www.sf.net/projects/ex-engine
Or to the PhenomenaGames website:
http://www.phenomenagames.com
Have fun.
http://www.sf.net/projects/ex-engine
Or to the PhenomenaGames website:
http://www.phenomenagames.com
Have fun.
Announcement: Media update
Stay tuned, tonight we will have some new media for you,
All I can say is that it will be something involving the engine.
:)
Dean.
All I can say is that it will be something involving the engine.
:)
Dean.
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Tuesday, April 10, 2007
Silencer speaks!
So, my first post on the Remorse development blog. I'm Silencer, the project leader and coder of the Existence 2.0 engine which is used for this mod. I will be posting updates on the engine's technology and its application. To warm you up a bit, here are some preview shots of the maps we're currently working on:



Modelling update
I thought I'd post another update so:
Here is a low poly render of one of the creatures that's gonna be in the game:

W.I.P as usual but it's coming close to its texture phase.
-------------------------------------------------------------
We are still in high need of new team members to fill the following positions:
- 1 Character modeller
- 1 Weapon modeller
- 1/2 Concept artists
- 1 Texture artist
- 1 Animator
- 1 Sound Artist
Especially an Animator and a Concept artist.
If you're interested please send an e-mail to:
phenomenarules@hotmail.com
Dean.
Here is a low poly render of one of the creatures that's gonna be in the game:
W.I.P as usual but it's coming close to its texture phase.
-------------------------------------------------------------
We are still in high need of new team members to fill the following positions:
- 1 Character modeller
- 1 Weapon modeller
- 1/2 Concept artists
- 1 Texture artist
- 1 Animator
- 1 Sound Artist
Especially an Animator and a Concept artist.
If you're interested please send an e-mail to:
phenomenarules@hotmail.com
Dean.
Thursday, April 5, 2007
Progress Update
Hey,
The first update post!,
But first:
We need more teammembers:
- 1 Character modeller
- 1 Weapon modeller
- 1/2 Concept artists
- 1 Texture artist
- 1 Animator
- 1 Sound Artist
If you're interested contact Silencer:
phenomenarules@hotmail.com
---------------------------------------------------------------------------
Here's a quick summary of what we've done/are doing so far:
Done:
-Primary weapon placeholder made
-.OBJ load function implanted
-2 Character models ready for textures
-2 Weapon models ready for textures
Working on:
-Story
-Timeline
-Engine .OBJ/Shadow problem:
Silencer:
"Joe told me about the bad performance with the character models in the engine. Today I found out that the shadow optimization is not functioning for OBJ models, resulting in 3*(trianglecount) of shadows to be generated. I'm fixing this now and the scenes with OBJ models in them should be speed up considerably."
-Uving the first real weapon model
-Working on another character
-...
Oh, I'd like to introduce all of the Team members:
-Silencer; Project Leader - Mapping/Lead Coder
-Joecatshoe (Gert); Texture Artist
And our 3 latest team members:
-moH; Weapons (Modelling)
-Evilkipje (Rik) ; Concept art
-Angel (Julien) ; Mapping/Webdesign
And myself:
- .//D3an (Dean) ; Character design
Sneakpreview of the first weapon model (W.I.P.) :
[Done by moH]
.jpg)
Dean.
The first update post!,
But first:
We need more teammembers:
- 1 Character modeller
- 1 Weapon modeller
- 1/2 Concept artists
- 1 Texture artist
- 1 Animator
- 1 Sound Artist
If you're interested contact Silencer:
phenomenarules@hotmail.com
---------------------------------------------------------------------------
Here's a quick summary of what we've done/are doing so far:
Done:
-Primary weapon placeholder made
-.OBJ load function implanted
-2 Character models ready for textures
-2 Weapon models ready for textures
Working on:
-Story
-Timeline
-Engine .OBJ/Shadow problem:
Silencer:
"Joe told me about the bad performance with the character models in the engine. Today I found out that the shadow optimization is not functioning for OBJ models, resulting in 3*(trianglecount) of shadows to be generated. I'm fixing this now and the scenes with OBJ models in them should be speed up considerably."
-Uving the first real weapon model
-Working on another character
-...
Oh, I'd like to introduce all of the Team members:
-Silencer; Project Leader - Mapping/Lead Coder
-Joecatshoe (Gert); Texture Artist
And our 3 latest team members:
-moH; Weapons (Modelling)
-Evilkipje (Rik) ; Concept art
-Angel (Julien) ; Mapping/Webdesign
And myself:
- .//D3an (Dean) ; Character design
Sneakpreview of the first weapon model (W.I.P.) :
[Done by moH]
.jpg)
Dean.
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