We're back again, after our "viral" update, which gave insight into the beginning of Injection through the eyes of a punk mercenary, to crack open Injection just a little bit further! Injection is the second of two maps that will be along for the ride in the next version and features some of the most dynamic game play elements ever done in a Dystopia map. We first gave you insight into the fast growing development of Injection back in July, although much has changed since. So let us begin.
First, we'll take a look at the outside of the Quetzuku urban arcology into which the Punk Mercenaries must gain access. On the outside, the world is cut off due to the paranoid nature of Quetzuku. Fear of being attacked has led them to clearcut the surrounding neighborhoods. The arcology represents a bastion to all those wanting to taste an organized and civil life. But is it really that?
Inside the outer shell of the arcology lies a gate system which is the last line of defense against anything but the most serious incursions. After breaking through the outer defenses of the arcology, the maintenance decks provide access to the primary power systems.
The power control station is the next target of the Punks' malice. This device controls the amount of power that the generator feeds to the rest of the arcology, as well as its flow dynamics. Changing one simple variable could put a kink in the entire power system. Changing it to benefit your needs however...
At last, the core of Injection. At the base of the arcology, fueling its heavy power needs, is a specially engineered Electron-Injected Phase Burst Generator. This somewhat archaic but mammoth machine is the heart of the towering house of Quetzuku. Disable this, and you've given Goliath a major heart attack.
Not normal to our monthly updates, we'll be giving you a quick look at cyberspace for Injection. The firewall for the urban dwelling is visually partitioned from the rest of the system. The power control station is also visual in its raw system form, allowing the decker to interact with every aspect.
I'm happy to announce that there have been many progressive changes inside of the team in the last month. Take the time to congratulate Hyphen-ated on being our first Lead Programmer since the game's original coder. Mandibull, previously a tryout, has worked very diligently in the last month to provide the solution to many of our buggy issues, and has been brought aboard the team as a permanent addition! The ever talented Spire, whose work will be featured in the next update, has truly amazed the entire team beyond words. In a matter of weeks, he has produced models far surpassing visual standards that the team has set internally, and we are proud to have him on board as our newest artist! In addition, Venciera, the level designer for the popular third party map Cybernetic, has been brought on as a tryout, and is showing rewarding progress!
We would like to welcome all of the new help, and encourage that everyone take a look at our help wanted parts. We're especially in need of talented animators and sound engineers!