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Blog RSS Feed Post news Report abuse Latest News: Working on the 'AfterEngine'

0 comments by 16BitGenocide on Mar 25th, 2014

Have implemented collision, animation, player input, basic shadow system. Still need positional audio and light placement. Continuing work on peripheral editors and utilities to facilitate our content pipeline, expediting the production process. All is functioning satisfactorily so far, well on our way to achieving the goals we set for our engine.

Post comment Comments  (0 - 10 of 11)
alexfeature
alexfeature Mar 23 2015 says:

Guys? Dying for an update here!

+1 vote     reply to comment
16BitGenocide Creator
16BitGenocide Jul 21 2014 says:

We are sticking with XNA for now because we have created our own engine in it with custom peripheral editors and utilities (collision editor, sprite builders, sprite packers, JSON serialization, ect). In addition we have written our own HLSL code for lighting characters using normal maps. We will be able to port our code to Monogame, if we wish to, which allows the game to operate on more platforms like Linux, Mac and even PS4. We've looked at Unity and will probably move towards that in the future, yet for now we're not prepared to take the plunge and will stick with what we know.

It's unfortunate the Microsoft stopped developing XNA, yet it seems Monogame has given it a bit of new life.

/End Novel.

+3 votes   reply to comment
alexfeature
alexfeature Jul 21 2014 replied:

Sounds reasonable. At any rate engine is just a tool..its what you make with it that counts :)

Microsoft yoke:

Q: How does M$ ensure that developers follow patterns?
A: They kill a framework every 3 years.

+2 votes     reply to comment
alexfeature
alexfeature Jul 20 2014 says:

Nice update guys. Very very cool stuff.

Just out of curiosity why are you still hanging onto XNA? Perhaps Unity could give you more freedom and dev speed boost?

Are there some XNA features you are fond of or is it mainly because of your own Engine tech already written to power this noir gem :)

+2 votes     reply to comment
alexfeature
alexfeature Jul 16 2014 says:

I love this game!

+2 votes     reply to comment
alexfeature
alexfeature Apr 27 2014 says:

Saw this on Greenlight today.

You guys got a winner with this one! Love the atmosphere, and the imagery and everything.

Now all you need is Lazerhawk :D

Youtube.com

+2 votes     reply to comment
16BitGenocide Creator
16BitGenocide May 4 2014 replied:

Thanks man. I am actually a fan of SynthWave/DreamWave/Outrun type music. You can expect that type of music in the game.

Thanks for the interest.

+1 vote   reply to comment
Dotdroid
Dotdroid Apr 6 2014 says:

This looks awesome! Certainly deserves more attention, lovely art and design. Can't wait for it 16BitGenocide

+2 votes     reply to comment
16BitGenocide Creator
16BitGenocide Apr 7 2014 replied:

Thanks!

+1 vote   reply to comment
PassiveAssassin
PassiveAssassin Mar 22 2014 says:

Tech-noir? I.E: Cyberpunk?

+2 votes     reply to comment
16BitGenocide Creator
16BitGenocide Mar 23 2014 replied:

It's a subtle distinction, but we feel it more accurately describes the narrative we are trying to achieve. Since 'tech-noir' puts a stronger emphasis on the neo-noir elements present in the cyberpunk genre.

These genres/sub-genres are fairly amorphous anyway, but we went with what better portrays our world.

Thanks for the inquiry.

+1 vote   reply to comment
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‘PrimarySystem’ by @16Bitgenocide on #SoundCloud? #synthwave #synthpop #edm T.co

Jul 20 2015

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RT @gamesbybeta: WHAT DID YOU SAY ABOUT MY GAME CONCEPT?! xD #gamedev T.co

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RT @AwesomenessBot: #GDC just released panel footage from #GDC2015...pretty much porn for #gamedev : T.co #Awesomeness … …

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Too Soon bro, too soon. :D

Feb 11 2015

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