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2 comments by jackson3113 on May 26th, 2013
So, a lot of work has been done since our last news update and hopefully this one will bring you all up to speed on anything you might have missed. First up,
Leigh has been working away on a lot more 3D models and textures for a forest themed environment.

Trees are not exactly the most exciting thing to 3D model, but it's all worth it when it comes together in a scene like this.
One thing which IS an exiting addition to the forest assets are these interactive birds, which fly away when you scare them, check it out;
More recent assets include this statue
And a generic skull model
Paul has been madly coding away on lots of goodies, subtle yet important changes such as "action queue-ing". Action queuing is where a player can queue up an action by pressing the right keys while they are still performing another action. For example, say you have started rolling towards an enemy and you want to swing as you come out of that roll, now you simply press the attack buttons while rolling.
Before, it used to feel very clunky and annoying since you had to wait until the moment when you had completely finished rolling until the game would even allow you to start pressing keys. So often commands felt as if they were getting ignored for no reason! But not anymore :)
And now the fun stuff - Throwing axes are now in! And Paul has also made an awesome system for climbing up edge which where to high to jump all the way up. You can see both of these things demo'd here in our INFINITE AXES video;
Now we have a few things we want to do;
Item 1 - We are going to take a break for adding new features into the game and spend this week trying to create an epic cinematic trailer for KR, Why?
Because of
Item 2 - Making a Greenlight page! In our minds Steam is the ultimate platform to have a game released on so we are of course going to be trying out best to make that a reality, we believe one of the keys to succeeding in that is opening with a bang and having an awesome video as the first things people see.
We are still working hard on making a build that can be played online with you guys but at the moment the issues with the game as still big enough that we can find them using quick in-house testing.
Once all our Greenlight / video making is out of the way we will be 100% focused on making a playable alpha build so we can get that out to everyone in the steam group and finally play this with y'all!
Latest tweets from @flyleapstudios
We have just re-made the Flyleap Studios website, it's now much more informative, all the links are correct and... T.co
Feb 20 2013, 5:09pm
From today you can steal a copy of stampede for only $0.99 on the App Store, that's 66% off! Get it here: T.co
Feb 17 2013, 7:51pm
Stampede 3D has just been released on the App Store! @jamesjdominguez @jazzrozz @AusGamerNetwork #igdam #tigsource T.co
Feb 6 2013, 9:34pm
Good luck jammers! from @flyleapstudios wish we could be there this year! Have an awesome time #ggj13
Jan 25 2013, 4:54am
Oh my! Game looks beautiful, i would just play it like how it is in the fighting video, but otherwise looks beautiful cant wait for an alpha or beta that i can try and get in! Tracking!!
waz up! looks to be great!
Can someone work for you? Easy boring repetitive jobs? maybe doing intersections along walls and stuff? maybe some other stuff. Maybe texture making stuff?
game sounds really intresting, hope it goes well on greenlight for you guys :)
I'm waiting games like this for a long time :')
Tracking!
its great that you guys show the process of creating your assets. most developers on here seem kinda butt hurt when i just ask them to see the wires on their models. getting a track from me!
Same, blocking was a bit too easy in the original and led to alot of spinning in circles and clashing over and over.
Looks great so far though.
blocking takes a lot more deliberate skill (instead of guesswork) in KR, also, the natural tendency to spin around your opponent has been neutralized by making sidestepping slower than forward walking
This looks awesome, hope the combat becomes faster though
Still nothing new?