You know how it often goes in game development: the game needs more time. But you can now make a more precise assessment of the development since i started streaming my Work on twitch here. Do not expect me to bee the most entertaining Person to be. You get a unfiltered look at my work with the good the and bad.
Also here a pic of the strat map for the 1% who can afford the deferred lighting renderer.
I m almost done with the performance optimization. But i did start working on the simulation aspect of the game and i m making probably a mistake by showing you this since the UI and all the Industry´s are not final.
In the moment 1 Year takes on the fastest speed 1 min. After I guessed all the data that i need per Town i could Simulate 9k-13k Towns per minute without any frame drops since it runs on its own Thread.
My current goal is to get a playable version ready in the summer and than let someone test it. I Personally do not like the idea of selling the game too soon with early access but i might not have a good other choice.
Since Crowdfunding did not work the jobcenter wants me to find a Part time job. I still keep my old milestones even if thats probaly not realy realistic. My guess is that the first version is in the end of 2014 available.
The world is defined by a grid in which you are allowed to build at one Sector (128x128x128 blocks) at one time. Every can consist out of multiple Sectors. The exploration, fighting, and expansion takes place on the Grid Layer. The shape of the whole world is defined by the type of Apocalypse that you have choosen before the start of the game.
The Game is using Unity 4, it will run on Windows, Linux and Mac.
List of already implemented Features
and its Mantel
Planned Features (eta 1 Year to beta, 1 1/2 to final)
There is also a new trailer and you can see the game being developed on the twitch stream feel free to ask any question there.
Just finished the new Trailer, for more gameplay check out my video blog.
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