Post news Report RSS Exodus Mod Bi-Weekly Update #1

This is one of the first of our bi-weekly updates. A new method of updating to let everyone know of our progress in a fast and efficient way. This update includes information on the Prologue, the main character and some architecture and animals.

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Hello everyone!
This is the first of our new bi-weekly updates we'll be doing to keep everyone as up to date as possible with the mod's progress! This update includes a variety of new renders trying to show off some pieces of work we haven't in the past such as architecture and vegetation. We've also tried to include some of the not so noticeable custom objects we'll have such as the brown eagle.

First we have the trees. To help create the world of Exodus, we've created new pine trees to populate our forests. The first shot demonstrates our trees before snowfall and these will be used for our Prologue, while the second shot shows the trees during Episode 1.

 


Next we have a brown eagle. Many of you may have noticed in Crysis the birds flying up in the sky, this will be one of our replacements. We also have a render of an animal called the Shagrat which is basically, as the name suggests, a large, furry rodent. The Shagrat will be similar in size to the Scrofa featured in one of our previous updates. We would also like to share a concept of our main character. This painting is of the character in Episode One and beyond because in the Prologue he'll be around 18 or 19.

 


Lastly we would like to share both conceptual drawings and renders of our village huts. The first two sketches are of a village hut. We have a few variations and this is one of them. We've also included an interior sketch to give an idea as to what the homes will look like inside. The last picture is a render of one of our village huts.

 


Along with presenting to you our latest work we'd also like to include a brief Developer Journal to provide with our followers a bit more information about how we go about creating the mod. Each Journal will be written by a different member of the team so you can hear what is happening from all aspects of development. This first Journal was written by myself. Enjoy!

Developer Journal #1-The Prologue
This update has included much talk of a "Prologue." The prologue will, of course, be the introduction to the mod. It acts as a proof of concept and a way of getting everyone excited about Episode One. The opening centers around a death in the village which will lead into the player's training. This training will introduce the combat system. After a series of events the prologue will end and will set the scene for Episode One. Most of our focus this past month has been developing the ideas for the prologue: how will it look, what events will occur, what is it's purpose? All of these questions have been answered and the creation of the world has begun.

Future updates will include a bit of this world with a few in-game shots and more. We hope you enjoyed the update and we'd love to hear from you! If you have any questions or comments please feel free and leave us a message in our forums! Of course we are still looking for talent in writing, animation, coding, sound FX, mapping and more so if you are interested please contact us.

- VertigoSFX

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Sparvy
Sparvy

Wow, if you just nail the combat system this might be enough of a reason for me to go and buy crysis!

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RapidFury90
RapidFury90

I've said this before and I'll say it again, "Niiiiiiiiceeee".

Keep up the great work, I really respect modders/developers that go out and write their own material rather than remaking the endless remakes, gets unbareable.

The team is pulling out some great material.

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Josef-Nastra
Josef-Nastra

This looks very interesting.

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ImpossiblePinwheel
ImpossiblePinwheel

Looking fantastic! Are you using XSI or Max? Also, I hope the SDK will speed you on your way!

I'm really looking forward to seeing what you can do with the combat system - I'm in the planning stages of a project myself, so I'll be fascinated to see is possible and what is not possible with the engine's animation and control systems!

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VertigoSFX Author
VertigoSFX

Thanks for the comment! And we're using Max for modeling since it is much more standard on our team.

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mikejkelley
mikejkelley

Looks good, like the concept, but... bi-weekly? Up until release? It'll never happen.

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