INT is a roguelike Sci-Fi RPG with a heavy focus on exploration, dungeon crawling, character customization and story, brought to you by indie enthusiasts. The focus is on the character’s journey through a war-torn world through randomized and pre-set levels with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet crew members which will aid in survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War.
Before playing the actual game we plan on giving away a free, public, demo. This demo will be hosted on this page and our main web-page. The demo will showcase game assets, the world, environments, and characters that you will journey with during the main quest. While we are still developing the demo it is our hope that you will begin interacting with us and giving us your thoughts on our universe.
Throughout our public demo, you will journey through a horrific warzone on the planet Bastion in an attempt to escape the world. At the end of the demo you may find a starship which will allow you to escape the planet, if you are so lucky. The main game will pit you against the forces of two warring factions, numerous criminal cartels, and rogue agents. You will have to keep flying to survive in this dastardly universe.
It will be up to you to explore roguelike worlds which are randomly generated or journey to the warzones that make up the Interstellar Civil War. During your journey you will find numerous companions some random, others placed for you. It will be up to you to trust them because in INT everyone has a secret and some have a dagger aimed for your back.
We currently plan to support Mac, Windows, and Linux. More information will follow on demo release and system requirements so please stay tuned.
Join our community hub and discuss the game, talk with the development team, and get the inside scoop on what's happening in the INT universe. Head over to our community forums and see what's going on!
Stop by our website for more information about the INT universe, read dev blogs, and more!
In this installment of Getting INT-Depth, we are putting the spotlight on our Animations team and their progress towards INT. Special thanks to Nigel Cunningham, Animation lead, for taking the time to sit down with us and talk animations!
If you are a newcomer, make sure to check out our first installment of Getting INT-Depth here to learn more exciting information about the world of INT.
Creating an ideal animation is never a “one and done” type deal, it is a constantly evolving process. More times than not, an animation that is deemed “finished” will have to be revamped later on to fit increasing demands of precision that comes with a games evolution.
Take the animation below as example. This is a simple walking animation that was used during earlier game development.
The animation has since then been revisited and tweaked to meet the higher standards of a new character model. The movement looks much more fluid!
Below are a couple more examples of revamped animations that you will encounter on a regular basis while playing INT.
Death animation revamp:
Rifle animation revamp:
Nigel and the team have come a long way on the animations for the characters in INT. They have made a concerted effort to fully connect the complete body as realistically as possible to create a lifelike experience.
As you can see from the animation below, the head model moves accurately as characters rotate around and lines up shots just like real life.
This hard work has laid the groundwork for all animations going forward and can be applied throughout the different characters from Dr. Jones to the Vape Clown.
For those of you curious about the technical process of animation design, we would like to give you some info about Key Frames.
Once the Key Frames are identified, the next step is to fill up the “in between” of Key Frames. This is a very complex process that requires a lot of meticulous work as seen below in the GIF.
Hard work always pays off though and after a lot of tinkering the animation is transformed into a life-like fluid movement.
As you can see the hard work and countless hours of tinkering at animations is paying off. Nigel and the Animation team’s efforts in the little details is what will bring INT to life. Keep your eye out for more to come! Thanks again to Nigel for explaining how their process has unfolded and shedding light on what to expect for INT in the future.
We are looking for a 3D Modeler to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead.
We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations.
Unity Engine Programmer
We are looking for Unity Programmers. You will be working with our Coding team Lead to implement systems and mechanics using C# language.
As always you can find us on the following sites and social media. We are looking for feedback on the game and our progress so please let us know how we are doing. If you have any questions or suggestions please feel free to comment or reach out, as we love hearing from our followers!
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