Lately we've been running into a lot technical problems, some of which won't be fixed any time soon. 3DS Max is having getting exporting issues that is messing with the animations on the characters which is completely halting work on them. Originally I (Packer) was hoping to get quite a bit done before the end of my school holidays but they have ended about a week ago and now I'm quite busy with my school work. So currently I'm busy sorting my school stuff out but this isn't the end of Bad Fur Day Remake, it just means production will be a lot slower now. Hopefully in the coming weeks we can finally get a base game up and running from which we can continue to work upon adding more content as time passes.
What we're trying to do with BFDR is to build a base from which everything else can be easily built upon. This is one of the advantages of working with a game rather then trying to mod a game into what you want it to do. With the base game we're trying to get things like Gamemodes selection with presets in levels so all we need to do is add the flags, capture points and team spawn positions in their own folder within the level. The idea is that we have a single level that has all the basis used in most gamemode's then have gamemode spersefic items throughout the world that only spawn when playing that gamemode. Other mechanics we need to setup is how the player works, in the old Conker's Bad Fur Day characters could jump higher while crouching and can't jump while holding a weapon, these sort of things we need to spend time on and test to see if its still a viable way to play on a PC.
Mentioning once again when this is all done, adding more content to the game becomes easy as we've already setup these core mechanics which Bad Fur Day Remake will play off of. Recreating gamemodes such as Heist then only needs character models, the objective and capture points.
I hope you all stick with us as we slowly bring this game to life