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0 comments by clarky006 on Jul 27th, 2015

July DevUpdate 4

Greetings Pioneers!

Today we’re bringing you another update on what the team have been working on this past week as we push for our next release version. The glorious battle to get an updated and stable build out to you continues!

In case you're wondering where all the pretty stuff went from other posts, we’ve unfortunately had technical issues with our service provider (sad face). So our previous updates on steam might be temporarily imageless for a little while.

Luckily however (happy face) we have a super secret backup place for linking our images! So we’ll be fixing previous news announcements very soon :D Take it away Lee..

Lee - Technical Director

Most of my time this week has been dealing with issues caused by the recent engine upgrade. I think we have fixed most of the bugs related to this now, but it was something we couldn’t avoid.

Matt - Art Director

It’s the week of the Triffids… I’ve been developing one of our new weird and wonderful Flora over the last few days, with multiple heads. Behold.

Tristan - Senior Developer

After my recent success in the grasslands of Mongolia I have decided to make POWER my next goal... Ok so what I really mean is I am working on the new power system to keep up with all those turrets people keep building because everyone knows the best offence is a good defence. Please note I often tell people the best defence is a good offence it pretty much depends on if I am working on offence or defence.

Ricky - Developer

I’ve got all the Power System UI, Build Menu, FOV Scaling, Converting to UMG, and debugging up to reasonable levels this week so they can be used and tested soon. Multi-tasking like a boss.

Gav - Concept Artist

We’ve got lots of orthographics in the works while we also develop concepts for utility structures. We’re also looking to stream some of my day-to-day work flow for any budding concept designers out there and I’ll be on hand to answer any questions you might have or give some feedback on your concept art portfolio. I’m also excited to break some interesting developments for all you savvy artists but I won’t promise anything just yet, except that I will promise not to make any promises apart from this one I’m making right now. PEACE!

Carlos - Developer

For the most part I’ve been focusing on converting our current HUD into UMG, which allows us to turn post-process effects in the world without affecting the HUD. I’ve also been working on the FOV change implementation and fixing bugs that have been caused by the engine update.

Marcin - Designer

This week, besides ironing out a few bugs with Hives and Holograms, I have been mainly working on the navigation system and physics. Those 2 systems by themselves are usually enough to give you a headache, but combined... believe me, they make for a hell of a week. In any case I have something rather flashy to show you this time. The implementation of the area of effect physics allowed me to work on an IKA feature that we had been planning for a while now, the Unstable Vortex.


Chris - Designer

Over the past week I have been helping debug the our next update release focusing AI and our new interactive foliage. I also performed tests to validity of increasing the amount of apex structures we can have across the whole game. lastly towards the end of the week I have been concentrating on getting the new swamp area up to a high standard before passing it over to the artists.

Joe - Environment Artist

Over the past week I’ve mainly been refactoring the assets for the new Swamp biome which will be compatible with our Multiplayer tree and Foliage instancing systems. I have also finished new prototype visuals for forests/jungles.

Andy - Lead QA

This week I’ve been mostly testing the new AI perception component. New engine update means new bugs which keeps me busy. We also had a birthday in the office, our wonderful level designer Chris turned 21 again so we celebrated with cake. ;)

Yves - Senior Developer

Do you enjoy hitting things with objects made of advanced materials? yes you say? Well good, because this week I’ve been improving and refactoring a new melee system for Multiplayer, squashing bugs together with a friend has never been so satisfying.

Lastly, you can keep an eye on our more immediate progress with our Public Trello Board

Happy hunting!

- Team Flix

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Post comment Comments  (60 - 70 of 109)
Lupus_of_nox_noctis
Lupus_of_nox_noctis Oct 17 2013, 9:56am says:

Hi guys, Sorry to bother you with this question but your game looks absolutely fantastic, Like nothing ive ever seen before and im really really excited.
But what will happen if you guys dont hit your kickstarter? Im really worried :/

+2 votes     reply to comment
Jonny_T Creator
Jonny_T Oct 17 2013, 6:55pm replied:

Hey Lupus, thanks for your message - the Kickstarter is only one way to realise the full scope of Eden Star. The focal goal at the moment is to promote that as much as possible via youtube bloggers actually getting hands on with the tech demo and playing the early build so that people can see it! We have also started to line up access to the Tech Demo via Desura, Steam and also the Indie Bundle profiles that will be accessible via the Eden Star site - without the cash injection the development takes longer. With Kickstarter we have the opportunity to create the full vision of the game.

Spread the word!

+2 votes   reply to comment
SinKing
SinKing Oct 8 2013, 6:06pm says:

If the destruction is not scripted (at all), does that mean players can get stuck in a map because they made a mistake destroying too much? Or will there always be multiple ways out?

Also, will you have quicksaves? Seems like the way to go with this kind of experimental destruction. However, if you wanna stream your maps it's pretty hard to implement quicksaving (in UDK), as far as I know.

+2 votes     reply to comment
Jonny_T Creator
Jonny_T Oct 8 2013, 9:32pm replied:

Hi SinKing, the whole idea of Eden Star is that you can destroy and build, so getting stuck is only a matter of thinking your way out of the situation/selecting the right tool for the job - getting stuck has not been an issue in testing so far! :)

Eden Star is not created in the UDK, the combat tech-demo is created in full UE3 source code and so we do not anticipate there being any issues with the save system for the full game. Thanks again for your input!

+2 votes   reply to comment
DuDFPS
DuDFPS Sep 12 2013, 9:58pm says:

Wow, it's awesome o.o I would like to share it on my YouTube channel! I'm Argentinian and I would like to share it in the Spanish community! :D Waiting to play it some time, and tracking the game! :)

+3 votes     reply to comment
GamesInquirer
GamesInquirer Sep 12 2013, 6:31pm says:

Congrats. Great new video too! Just curious though, why make the project about Eden Star: Pre-Alpha and not just Eden-Star, with eventually a Steam Early Access type early alpha release? It seems like a separate project in this way, unless you can later just rename it to Eden Star when the time comes rather than make an all new separate Steam entry for it.

Also, are you implying you'll release the pre-alpha/demo as soon as it's approved through Greenlight? It's not really explicitly stated so you might want to be more clear about it.

+2 votes     reply to comment
Jonny_T Creator
Jonny_T Sep 12 2013, 7:19pm replied:

Thanks GamesInquirer! The Greenlight name can be changed/renamed when we need to as you say. One of the joys of being indipendant is that we do not have to commit to a date on the pre-alpha tech demo quite just yet... but, we will be showing it off to the public really soon along with bugs, no optimisation/properly balanced gameplay and it will only include basic features (although I think it's still pretty fun to play right now!) - it will be there with all it's beautiful warts on show and then downloadable eventually too :)

+3 votes   reply to comment
GamesInquirer
GamesInquirer Sep 12 2013, 7:32pm replied:

Cool! Well, I'm sure this will be approved on Greenlight so I won't say good luck with that, but with the eventual Kickstarter campaign :)

+2 votes     reply to comment
Guest
Guest Aug 29 2013, 9:10pm says:

moar videos plox :D

+2 votes     reply to comment
gty14
gty14 Aug 11 2013, 9:05pm says:

Just wow! one question have you tryed out for greenlight on steam, you would be chosen for sure this game looks amazing even at this stage. look forward to playing a product :P

+3 votes     reply to comment
clarky006 Creator
clarky006 Aug 12 2013, 6:30am replied:

Thanks gty14 :) We can say we're submitting to steam greenlight over the next month, So look out for that. Thanks for the kind words.

+2 votes   reply to comment
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Eden Star
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Released Jan 30, 2015
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