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0 comments by clarky006 on Aug 24th, 2015

August Dev Update 2

Greetings pioneers,

Lots of new exciting development info to get through this week, lets get straight to it!

Marcin - Designer This week I spent the majority of my time doing two things. The first was the setup of the Primitives and other building blocks for the new version of Construction mechanics we are currently working on. The other is the Juggernaut creature, for which I have been implementing new combat mechanics.

The whole idea for the Juggernaut came from the fantasy of challenging and cooperative combat against an enemy that is by nature more powerful than the average Pioneer. I believe a ‘mini-boss’ would be a fairly accurate label. While the small enemies such as Splintermites should be able to overwhelm you with sheer numbers, the Juggernaut’s forte lies in its brute force. This means that managing this threat should require an entirely new set of tactics.

For the experience of combat with the Juggernaut, we took inspiration from multi-phase boss battles such as those in ‘Zelda’ and ‘Shadow of the Colossus’. Of course we are not looking for the same scale of the encounter, but more for that moment of realisation that this is the foe you need to step back from for second to consider how to defeat it, because swinging your sword wildly or your regular shower of bullets just simply won’t do.

The MATA Tool plays a huge role in Eden Star and so we had to consider how such a large creature would react to being assaulted with kinetic powers. This involves a lot of new, and plenty of revamped old mechanics that Tristan, Lee, Lauren and I have been working with recently in order put together the Juggernaut’s unique way of being harnessed and smashed; it is simply too large to be pushed around, but it can have its legs pulled from underneath it and collapse to expose its weak spots.

There is of course more to the Juggernaut than just getting tactically beaten up. It has a range of powerful attacks of its own that will prove devastating if the Juggernaut is left to execute them. It can stomp, breath fire, and charge across long distances into you, your friends, and your outpost.

Here’s one of the early designs for what the full scope of the Juggernauts interaction could involve. Please keep in mind that it is a work in progress, but when finished, we hope to have a truly formidable opponent for you to fear. Thanks. The rest of the team have also been continuing work on future features….

John - Lead Designer

This week I have been reviewing and amending the upgrades and system designs, the image below is a little cryptic without the full descriptions of the proposed upgrade modules, but an accurate direction for where I think we want to take it. The general gist surrounds the ability to combo moves and attacks together with the MATA Tool, which would be what the orange bar on the right hand side of your radial HUD is for.

Once full, certain devastating AOE abilities and kill moves can be executed all dependant on what combination of modules and nodes are equipped. As ever, this is a work in progress, but feel free to ask any questions in the comments below!

Lee - Technical Director

I’ve been finishing up with putting the AI together for the Juggernaut so the art team can start to add the pfx and audio. I’ve also been moving some functionality from blueprints into code to try and help with performance. The new perception component is still work in progress, but this should also help a lot with performance once finished.

Joe - Environment Artist I’ve been working on revamping all our Landscape and Rock shaders, as well as adding a bunch of new textures and models. I’ve also started placement work on our brand new super-huge map!

Andy - Lead QA

This week has been spent working through the bug and issues people from the community have been having, meetings regarding Onyx rock placement in the new level and weeping silently at the concept of this being the last week with my beloved Kyle :’(

Tom - Character Artist

Swamp Walker is now all finished! Here is a closeup of this guy!

Chris - Designer

This week I’m in Cyprus, commanding the 300, my glorious Spartans! With our beards and lack of man jewelry we strike fear into the heart of the Persian armies, victory will be ours.. for Sparta! - Kefalonidas

Matt - Art Director

A lot of build refactoring has been done this week, nothing fancy to show just yet as we nail down the updated destruction visuals. I’m hoping to put a timelapse video together soon to demonstrate the improved visuals and variety that can now be achieved. I’ve also been working on a rebrand of the studio logo, updated shaders and material setups for the new enemies, and level art direction for the 8 km world.

Lauren - Animator

This week I have been continuing work on the Swamp Walker animations, working on its movement and attack. This will be a slow moving neutral creature, best observed from a distance. You might be tempted to get a closer look but you might lose an eye…

Yves - Senior Developer

Visiting the ancient home of the Vikings.

Tristan - Senior Developer

I AM POWER. I AM BUILDING. I AM… sad. Good bye Kyle. May our paths cross again one day. Possibly even Monday. Something about Sunday? On a more relevant note building and power are both working together wondrously which is what I have been doing over the past week. Hope you all enjoy it when we release it.

Ricky - Developer

Has been on a well deserved break. (Most likely, he probably hasn’t worked as hard as he should of, and instead has watched too much Anime, but otherwise it’s well deserved)

Gavin - Concept Artist

This week I’ve undergone a week’s silence in honor of the eventual loss of our epic producer. We will miss you so much… *silence* KYLE! I remembered his name, all on my own. HA! Seriously though, we’ll miss you Kyle. In spite of a week’s silence I’ve been working on the side on some environment concepts with Joe and Chris for new world :)

Carlos - Developer

This week I’ve been working on fixing some of the FOV implementation as well as the HUD elements and their visibility. To be more precise I’ve been implementing their fading and reveal when not in use, which clears up the screen a lot when travelling and when in combat as well as our new build menu, working the functionality of fading into it so only the necessary elements remain on the screen when needed.

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

-Team Flix

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Post comment Comments  (70 - 80 of 109)
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
raeldrikp Aug 8 2013, 7:30am says:

Uh hey, been tracking for sometime, but I just realized something. Recently (few months back) heard about Leap Motion, and just receieved mine a few days back. It was a bit odd in the beginning, and there is a lack of apps atm, but the accuracy of the device is incredible (within 4 ft). Could you guys possibly develop support for it?
I mean its cheap enough to be considered just another mouse/controller, so a lot of gamers might pick it up and it doesnt take up much space.

+3 votes     reply to comment
DaxU Aug 3 2013, 5:39am says:

wow!is that jedi force?worrying about computer now,what about system requirements?

+3 votes     reply to comment
AJSorvillo Aug 2 2013, 8:25pm says:

I am impressed. So far it looks like you have a very nice game coming along.

+5 votes     reply to comment
Lobuscus3362 Aug 2 2013, 7:21pm says:

is it gonna be free

+3 votes     reply to comment
Jonny_T Creator
Jonny_T Aug 3 2013, 1:23pm replied:

We have a long term dream to make the game free to play and with a solid reason to do so (this has been FULLY designed and mapped out and we believe it would work really well as a fun and involving experience) - mainly to help us to continue funding the project in harmony with those playing it. In reality we are currently also planning for a pay to play title with options to purchase additional content with little/no restrictions on the content.

+3 votes   reply to comment
Guest Jul 28 2013, 9:53am says:

Can't wait to see more !!! The universe you created is beautiful !

+4 votes     reply to comment
HUDuser Jul 6 2013, 2:44pm says:

This already looks freaking amazing and you barely even have anything to show! Definitely adding to my watch.

+3 votes     reply to comment
Squared55 May 24 2013, 9:06pm says:

You know those game ideas you have in your head hoping to play/make someday? This is one of mine. Very excited! :)

+5 votes     reply to comment
Jonny_T Creator
Jonny_T May 24 2013, 9:41pm replied:

Thanks for your support Squared55 - please share your ideas thoughts and crits, we genuinely want to make this into something that the community can drive forward. Very much looking forward to giving people a home under the new website.

+5 votes   reply to comment
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Eden Star
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Released Jan 30, 2015
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