Epsylon - The Guardians of Xendron takes the player on a journey to a futuristic world investigating a very special Science-Fiction setup. With a team of rather different characters the player investigates, and if required fights, his way through a large case. How you solve the case is though up to you. Combine the strength of your team members is important as no team member alone can crack the case alone.
Lots of time passed with too many updates to fit in one news post so it has been broken into 6 weekly parts. Here is therefore part 6/6. This last update took a bit longer due to technical problems (still ongoing) at ModDB.
Posted by Dragonlord on Jul 25th, 2010
The ISG HQ is the first map location the player visits starting out the game. It is a large building hosting the HQ of the ISG (International Security Guardians). Streching 92 meters in length, 48 meters in depth and standing 17 meters tall this building is quite the sight in the city. The building consists of 4 floors separated into a left wing complex and a right wing complex. All floors and all rooms are fully accessible. As a starting point I used a little diary entry written by Georgo (the main character):
The idea here is to create places which are not the typical sci-fi mold one sees all around the place with tons of tech corridors with more metal than one can bear. For this reason various materials are used in the building which are not metal like wood, marmor floor plates, sort of carpet as well as glassy materials. This is more or less the bare-bone building and requires a lot of additional work especially adding lots of furniture and people working at this place. Various models have already been created like the tables, tv screen, the wall clock or the desk pad (a sort of electronic blotter pad).
A nice little effect is the lighting at night. Once the day time enters night time the internal building lights are enabled. They are though smart and only operate in areas people are in. In the video below this can be observed. The lights have a dimmer code included so they gently brighten and darken when you enter or leave the sensor area. The lighting currently is all dynamic but will be enhanced using static lighting to add some more punch to it. To handle this properly the Trigger System has been improved using a per-World Trigger Table. This way many and complex triggers don't cost much performance. The day time is going to have a large impact on the game. People have an own agenda they live by. If you want to talk to people this is best done during the day at their office place or at the evening at home. Breaking and entering is best done during the night. Meeting shady people is also more successful at night. So planing your actions is going to be important if you want to get down to the bottom.
To end this news pack here a video of the ISG HQ work in progress. The video starts out with me visiting a few of the rooms in the building. Then I go to the extreme ends in each wing as well as all the way to the top floor and the ground floor. All rooms can be visited unless the doors are locked because the owner is not around. I then run around the building to given a better impression of the size. Last but not least the night time lighting in the building is shown. As with the last time the video is way too dark at night. See the screenshots above on how it actually looks like. There is still a lot left to do including putting back in place some optimizations which are currently disabled (as they applied to the now gone Terrain System).
The news pack is over but not so the development. The next news post is going to talk a bit about the GUI Launcher which has been created recently.