Post news Report RSS New Animator and Progress

An other four months have past, and we were busy working on our game. First and foremost, our little team has grown, because an excellent animator has joined us. Larderox is going to work on the weapon animations, and will handle the cutscenes as well. This mean our team has all the key people to create fully functional and well animated weaponry for our project.

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An other three months have past, and we were busy working on our game. First and foremost, our little team has grown, because an excellent animator has joined us. Larderox is going to work on the weapon animations, and will handle the cutscenes as well. This mean our team has all the key people to create fully functional and well animated weaponry for our project.




So currently we are finalizing the weapons and the core gameplay mechanics, such as the inventory system, and the savegame. The latter is going to be a tough nut to crack, cause unlike Half-Life 2, UE4 has no built-in system for these. Almost everything had to be done from scratch, but it looks like we have managed to create our own saving system, which won't use the common autosave, but a diary based save, where the player can save the progress by writing in his notebook. Writing a note takes time, so the enemies will be able to attack us during saving. So if you want to save, you better find a safe spot first. The above-mentioned inventory system is slowly but surely takes its final form. The bag and a utility belt will ensure the additional slots for the inventory. We hope the presence of these two will patch the meta issues, and will give more gameplay depth compared to a simple list based inventory. Obviously the player won't be able to senselessly fastswitch between every weapon, only the two main weapon slots are switchable on the fly. If you want to change these, you have to stop and organise the inventory for the new situation. Basicly these are the main metagame-changer elements, which won't allow the player to go guns blazing, and leave 12 dead bodies behind per every square metre.




This will be all for today, hopefully next time you guys will be able to watch some actual gameplay video. Goodbye until the next update!

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CuervoSp
CuervoSp - - 1,517 comments

The content looks really nice atm, good job! ;D

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DevinShadowV
DevinShadowV - - 534 comments

I forgot is this going to be on Steam?

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Ashkandi Author
Ashkandi - - 612 comments

Yup, i hope :)

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JackM.
JackM. - - 210 comments

Are you guys needed sound designer? :)

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Ashkandi Author
Ashkandi - - 612 comments

Yes, we don't have any sound designers yet.

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Serathis
Serathis - - 468 comments

wait, I thought Grey is out.

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nopushbutton
nopushbutton - - 719 comments

some good *** looking screenshots, nice job!

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Gunship_Mark_II
Gunship_Mark_II - - 4,864 comments

This looks fantastic, keep up the great work! c:

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DavidA6
DavidA6 - - 17 comments

looks great so far!

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jo291
jo291 - - 321 comments

I like that even with you guys using UE4 now you guys don't put aggressive lighting and bloom all over the place just because you can like a lot of games do and instead focus on maintaining a gloomy and dilapidated environment and making sure things fit with the atmosphere.

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bigfutus
bigfutus - - 83 comments

I like what i see

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chsignal
chsignal - - 142 comments

Very nice ss. Good work guys.

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