Development of Project Serenity was started in end of 2009th. Around the time when I began to think about future independent activity. Was written design-document. Somewhere in middle of 2010th I had little cash for development, we choose direction of flash-games and starting fight with my fate. It was mistake. Two next games eating all what I amassed in previous years. The market did not need us.
Next three years I trying survive and pay my debts. In the 2013 I gone to zero. No debts, no cash. All again at the beginning. Probably exactly at this moment I would have take a break. But... what's the first rule of survivor? Do not stand on one place. Moving. Avoid contact with other survivors and... wow. This is not from this opera. Or maybe? Well. So...
I have not talked about it earlier, but all of this years we still make work on PS game. More often - on a document level. On a paper. On a schemes. Somewhere between other projects and customer tasks. And in moment when all of each thinking human must give up - from nowhere, on the cloudy road arises a man and gave me his hand. Damn. It's like in situation where you ready to pull the trigger on uninhabited island, and bam... you can see two eyes in near bush. Somebody watching.
So I meet with a guy, also known in net as Hmt. Is a coder. I tell about this guy in the next updates. And he is agreed help me with a questions of coding of PSF. I always known that main treasure not cash, not a promo-people or piar adepts, but just a people. Like you. Like me. They walking forward because they feel a thirst for creativity (sigh). Great treasure.
Just a couple of weeks - we crafted these test locations. First environment tests. Main goal - good-looking locations on the base of very limited count of models in short time. And I think what we've made it. In case if we have at least one or two months of free work, without any problems with our regular works - we would have knocked down Wasteland 2, in case of visual design and art of game of course (as I heard main force of Wasteland 2 is game-play, so... soon we will see this... i wait of this - look forward to).
I think that consider W2 as opponent (just for fun) - is very interesting. Of course elephant like inXile never not notice pug like me, but... is a funny.
Back to PSF. Now we have first environment screens, lot of unfinished and unpolished models which was created in last three years. Some models we can show you as our progress. And of course art. Old art and new art.
So... that's all for now. We show you screens, models and art. Not so bad for a deep start. Thanks for your time. See ya.
Looks cool! Tracking!
Copy That.
Roger. Ten four.
Thanks. We very appreciate it.
Wow, free version and looks nice!
Yes, is a main goal. In game-dev lives easy way to entertain gamer, just do quality content and good-looking game art. Some of devs use technology (or scary visual effects - bloom, dof, other post-filters). We just love old games. Like Commandos: BEL and Commandos2: MoC. Two of many games where we search inspiration. And as result, game image remind more painting, than 3D. Thanks!
yeah looking nice!
Thank you too.
Really great graphics. What program do you use for your visuals.
If you about engine, this is Unity3D, but if you about components of game - it's old, covered by cobweb combo - good old Photoshop, and good old MAX.
Wow, this is really impressive for the free version of Unity! Good job, guys!
Thank you Elementalist. We truly believe that if game content will be made with attention to details - it's can change all impression from the game. Even on the easy and limited vesrsions of any engines.
When I load first mission of Commandos 2: Men of Courage... I almost cry. Because all items, all game stuff lie on the right places. All shadows, all color and light accents - in right places. And I think that each places of this world must be like in C2:MoC. With attention. At least we should aspire to this.