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0 comments by clarky006 on Aug 31st, 2015

August Dev Update 2

Greetings Pioneers!

Another development report coming right your way! with insights into further progress on the Island, a vicious flying creature and other goings on.

Lee - Technical Director

This week I have continued with the work to move functionality out of blueprint and into code. I’ve also been working on making sure I stamp on any new bugs this has created.

Tristan - Senior Developer

I have been fixing some bugs with the power and build systems - like telling turrets that have power that they are actually allowed to shoot at enemies and not just to use my power. Pesky turrets.

Joe - Environment Artist

This week I’ve done an initial pass of Onyx placement for the Island edges of the new map. I’ve also worked on Post Process effects and fixed a bunch of issues that were introduced when the Rock shader was refactored.

John - Lead Designer

This week we have been finalising the progression designs and working through the initial balancing pass on the on the upgrade system in order to review implementation feasibility. I’m also currently working with the team to keep production tight and so far we are on track to release the new build system by the end of next week.

If we can also get the new foliage system finalised with all of the ‘take damage’ functionality, we may be also able to release an update to the current map for people to play around in. My next focus for this week coming will be to nail down the final progression designs (all of the buildings and player loadout changes so that you start weaker, but with new features to balance it - leaving you feeling vulnerable but wanting to progress) and then work towards concepts with Gav Master Flash, AKA. Gav for the aesthetic counterparts.

Yves - Senior Developer

This will be short as I have been recovering from some sort of flesh eating bug in my mouth. I’ve been working fixes for the build, next week is where the magic will properly happen.

Tom - Character Artist

Been working on the Ika’s bigger brother; the IKA Viper!

Carlos - Developer

I have been finalising the last few elements of our new HUD, getting them in and working as we want, adding the new ‘fadeability’ functionality to the elements that need it. The new HUD should allow us to turn more post-process effects on and make our wonderful world even shinier and prettier! In addition I’ve been helping Ricky debug the new Build menu to work perfectly.

Matt & Marcin - Art Director, Designer

This week me and Marcin have teamed up to clean up the build so it looks equally as nice as it works. Matt has been working on additional HUD icons for our build system and clean up of visuals for the material surfaces. As well as collision and socket debugging for build, Marcin has also been working away at Juggernaut mechanics. We are one, we are Matcin.

Lauren - Animator


The wind is in my hair, sand at my feet, and Sheep everywhere. I appear to have gotten lost on the way to work yesterday…Otherwise I’ve been working on updates to the game guide that will be released next week whilst refining animations for all of our upcoming creatures such as the Walker and Swamp Snake. Alongside this I have been finishing the 3rd person Pioneer smash animations ready for multiplayer.

Andy - Lead QA

I’ve been working with Joe and Matt to get the Onyx cliff rocks placed around the edge of our new map. (FYI, it’s not as easy, or fun, as it looks) I’ve also been testing the new build mechanic and working with the guys to iron out any bugs.

Ricky - Developer

I have had the luxury of revisiting many long untouched UI and HUD systems and refactoring them to work with the many many changes going in for our new build system and multiplayer.

Gav - Concept Artist

This week I've been working with one of our other designers on additional creature concepts and a stripped down, basic version of the MATA Tool.


You can keep up with our progress and latest developments via our Trello boards

-Team Flix

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Post comment Comments  (20 - 30 of 109)
DoctorSpanky
DoctorSpanky Jan 23 2015 says:

Tempted to pick up the Unreal 4 Pre-Alpha on the 30th but I'm not sure if I'll be able to run it, my specs are:

AMD Radeon HD 7800 Series (need to upgrade and want to invest in something good but can't afford to for a while)
Vram 4GB
Intel Core i7-3820 CPU @ 3.60GHz
Ram: 16 GB
(and OS Windows7 SP1)

As much as I don't mind having to lower the settings I got to try the Unreal 3 Demo before and no matter how I changed the settings around it had some bad fps/lag, which now has got me worried for purchasing the Unreal 4 Alpha as much as I am very interested in Eden Star though.

+1 vote     reply to comment
Jonny_T Creator
Jonny_T Jan 23 2015 replied:

Hi Emiya,

If you have the UE3 demo you will have access to the UE4 builds and beyond! Although we cannot guarantee that it will work on all systems at this stage, if the Radeon HD7800 is equivelant to the Nvidia GTX650 then it is a card we will aim to support as soon as possible. The rest of your spec should be more than capable as we are currently run a minimum of i5 with 8GB of Ram.

+1 vote   reply to comment
BloodRaven9
BloodRaven9 Dec 31 2014 says:

I think I'd pay 60 bucks for this game, totally looks like a high-class game :)

+3 votes     reply to comment
clarky006 Creator
clarky006 Jan 3 2015 replied:

Appreciate the compliment BloodRaven. We want to give everyone the most bang for their buck with Eden Star. As you might of heard we'll be continuing to develop and expand the game with everyone's input after our initial pre-alpha early access release. We can say for certain that you won't be paying as much as $60 for it during early access :)

+2 votes   reply to comment
Guest
Guest Jan 9 2015 replied:

Question (because I'm feeling too lazy to go to the forum):If you ever make more games (which I can only hope) would you plan on ever making this free to play or free to play for a limited time?

+1 vote     reply to comment
Jonny_T Creator
Jonny_T Jan 9 2015 replied:

Free to play is something that we have always been massively into as a concept! The whole team can understand that free to play has its place in core gaming after seeing he success of DOTA and others, our main concern would always be that it's fair to pay and that the gamer is getting something that they want for their money when they do pay.

Truth be told... There is actually a full free to play component that was designed for Eden Star and has been pitched to major publishers, however to put something like this in place it costs greatly and we would therefore not be the owners of the world. So, Early Access with a lower up-front cost gives us both the flexibility to hear and act on our communities collective requests, but also gives Flix the control over making the game the best it can be, which in-turn helps build community and therefore, one day (if we make enough money to pump back into the game) attempt the crazy free to play idea! (Server costs alone are a HUGE commitment, plus data protection, hack protection etc.)

How would you like to see free to play implemented? (Other than the game being free to initially play, do you have suggestions as to how you would be happy for it to make money whilst you play? Eg. Skins that don't affect gameplay or new gameplay/areas to explore for those who pay Etc. ?)

+1 vote   reply to comment
ShakesGaming
ShakesGaming Nov 14 2014 says:

Latest day/night vid...epic! Would love to see another test level released where we can play with this new stuff...don't make us beg. ;)

+2 votes     reply to comment
Jonny_T Creator
Jonny_T Nov 15 2014 replied:

It's getting there Shakes :)

We are going into local tests very soon, but there are many bugs at the moment that need squashing and so we are getting as many sorted as possible before release! We are soon to announce a private test day held at the Epic Games Lab at Staffordshire University with 70+ people to see how it plays and to check for bugs. We will then a announce when the intended release date is for the soft-launch of the early access game via Steam. We have a LONG way to go before Eden Star is truly the vision that we want it to be, but that needs to be shaped by the people who have invested their time and money (you!) into the embryonic state of the Eden Star universe. That's what we always intended and what we want to see through.

After release we will be attempting to support as many people as possible in order to get the game running on as many systems as possible, any crashes crushed, bugs squashed and the game a little optimised to keep the framerate up. After that, it's where the real fun starts :)

+2 votes   reply to comment
ShakesGaming
ShakesGaming Nov 15 2014 replied:

Thank you for the overview/vision...sounds like a great plan. ;)

+2 votes     reply to comment
Jetcutter
Jetcutter Nov 14 2014 says:

Purchased, but will not run, made forum post.

+2 votes     reply to comment
Jonny_T Creator
Jonny_T Nov 15 2014 replied:

Just replied, please let us know if you have already got it working - the main thing to check is your drivers and post us your computer sprec so that we can make sure it's able to run on your rig. Also - what version of windows you are running :)

Thanks again Jet

+1 vote   reply to comment
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Eden Star
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Flix Interactive
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Released Jan 30, 2015
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