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INFRA
20 Aralık - assassini

Last moments to vote in IndieDB Indie of the Year competition. Let's see if we can make it to the top 10. If you haven't voted for INFRA yet, it's time to do it now! We would really appreciate that.

This week we have an interesting thing to share with you. The player character! You won't see yourself that much ingame though, apart from the occasional mirrors and such, but it's always nice to know what you look like. No name or other information revealed yet, there's another time for that.



Shaders and textures are work in progress, no need to worry about him looking like plastic.

It wouldn't be an update for INFRA without screenshots of a yet another setting, so here's some of a map Jukka has been working on a past few weeks:





Taking into account the things happening around, it's a miracle there's still power in this part of the city. Guess there's some things that have been taken care of after all.

13 Aralık - assassini

Hey guys. You've probably noticed the IndieDB Indie of the Year competition that has been going on for a week or so. The top 100 was announced three days ago, and we were in there! And that's because of your votes! It's awesome and you guys are awesome.

The second phase of voting has begun and we're now competing for the title of indie of the year. We would appreciate it if you would vote for us again!

Anyways. This week we have a fresh(ish) piece of concept art from our friends over at Kraffit[www.kraffit.com].



These screenshots, on the other hand, are from a level that Mikko has been working on.







We've also been working on a plethora of other stuff, but none quite made the cut into this week's devblog. I guess this will have to do.

5 Aralık - assassini

As promised, here's our latest in the series of updates of increased frequency. We'll keep posting weekly updates until Christmas. We might fall back to a monthly format after that. Or we might keep posting weekly updates. I don't really know yet.

If you haven't voted for us in the IndieDB Indie of the Year competition yet, we would really appreciate it! It's also appreciated if you've already voted for us which is totally cool.

This week I've been working on a super important feature which is randomly generating accurate blue screen messages for in-world computers.



Nailed it.

In other news, Jukka and I have been working on the main menu. It has changed quite a bit since we last posted about it. Well, the underlying concept hasn't, but the appearance has. I really like how the transitions turned out. It even fully supports keyboards and gamepads for navigation now!

We posted a video of it to IndieDB. I would've embedded it, but apparently I can't. Click here to view it though.

Meanwhile Finnian has been busy creating awesome music. In addition to the main menu theme that you partially heard above above, he made a few very Deus Ex -esque pieces. Here's one of them.

That's all for this week. We'll be back next Saturday with more stuff.

30 Kasım - assassini

Since we're terrible with post titles, we decided to switch to this boring numeric format that seems to be the thing these days. So I've checked and that makes this the 42nd blog post. Which is a lot. We should probably hurry up and finish the damn thing already.



A few weeks back I scrapped the old camera code and rewrote it from the ground up. This allowed me to implement some really nice optimizations, such as reusing the framebuffer instead of rerendering the entire scene. Needless to say, it's like infinitely faster now.

In addition to that, I've been working on small stuff such as fixing elusive crashes and subtle bugs. I've also implemented controller support so the game is now fully playable with joysticks I guess (also gamepads).

Oh, and here's what has been happening on the level design side of things.





We'll be posting updates with an increased frequency for the duration of the next month. At least that's the plan. A Christmas special of sorts.

24 Ekim - assassini

Hey guys! The game has come a long way since we first started working on it. We put together some comparisons to see just how much everything has changed over the years.











In case you were wondering about the post title, we also spent some time improving the foliage in INFRA. We turned on "alpha to coverage" for all foliage. This basically allows the leaves of trees and bushes to be anti-aliased. It's not really visible in the thumbnail, but be sure to click the image and marvel at its full glory.



We also made some changes so that the foliage sways in the wind now. It looks super amazing and really makes the levels come to life. We posted a video about it to IndieDB.

The flashlight also has volumetrics now. It basically looks like that it illuminates dust floating in the air. Adds a ton of atmosphere to dark levels.

It's really expensive to render at the moment, but we are hoping to optimize it so that it runs a bit better. If that doesn't work, we'll just leave it as an option for the "ultra" graphics level or something. Watch the video at IndieDB.

It has been a fruitful couple of weeks. Oh, and we're hoping to get a new gameplay video out in the near future, so stay tuned for that!

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