This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Project AFTER
June 2 - de3Sol

First off, AFTER has been Greenlit! Much rejoicing! Thank you to everybody that commented, gave feedback, and showed their support. Now, a much needed update.

Currently, the cutscene, dialogue, and quest systems are under heavy work by other people on the team. All of those systems are at the state where their Lua integration and interactions with each other are being worked on.

I've been looking a lot at the feedback at the graphics. While the style isn't going to change a whole lot, I felt it was time to clean up some of the character models to the best of my ability (which isn't much). As one comment mentioned: we could use a professional artist. For us, that's a dream scenario. We don't have a lot of money to spend on hiring or contracting people, so we're stuck with the engine coder's – that's me – 3D art abilities.

In addition to the whole artist issue, AFTER runs on a custom engine that was created from scratch by yours truly. The artwork pipeline is not an issue, as it was created very early on in development, but within the past five months, the engine's renderer, object hierarchy, physics and animation layer, sound system integration, and terrain engine all had to be rewritten, some of them from scratch. There hasn't been a lot of time to really focus exclusively on graphics, since all of those engine parts needed some oiling to run, and I wanted to focus more on gameplay.

However, since the engine has been more or less stable since the beginning of May and gameplay mostly decent, I've been pouring a lot more time into the 3D models. There's also been complaints about the animations. I how know awkward and silly some of them look and I'm working on those too.

I don't take the criticisms personally. Please keep them coming! We may not reply to them all, but we do read them and take people's opinions into account when making decisions.

May 24 - de3Sol

We will not be holding our Kickstarter campaign this May. We're pushing it back to June, for when we have more content so that donators may feel more confident.

There are multiple factors that contributed to this, but it comes down to we messed up on our time table. Development is taking longer than expected. Engine issues cropping up, voice actors running into their own issues, or just a ton of work to do. In addition, it turns out we are going to need a larger Kickstarter campaign than we previously anticipated. In response to that, we both desire and need to craft a gameplay trailer that absolutely proves our worth.

In the end, it mostly fell to our - rather my - overestimation of how much we could do. I apologize to everyone that is following the project, and I pray we won't disappoint you again.

May 3 - Speck

Hey everyone! I figured that as a one of the developers for this game, I should actually post something and give a short run down of what’s happening. The initial responses we've had to the game is very exciting to see, and were really glad that people have taken an interest in the project. As of right now our game is obviously in the early stages, and people have been asking about a lot of different things.

I’ll start off by saying that things will be a little slow for the next week, as two of us are in the middle of finals at university. The next weekend we are on break, and will be able to devote more of our time to bringing in regular updates. This might have seemed like an odd time to put the game up on Greenlight, but we felt that it would give us some time to look at what people thought and find things that we might want to focus on.

This doesn’t mean we haven’t been working on anything though. Currently de3Sol has been working on optimizing the engine to get rid of the low frame rate people have been seeing in the trailers, adding some NPC behaviors, and generating ruined buildings on the map. Chief Masamune has been trying get a dialog system to work, and has been writing some dialog to actually go in it once it’s done. I’ve been working on adding in some basic skills for the skill tree and have also been writing some basic starter quests for the different classes.

We have also been checking the comments frequently, and looking at what people were most put off by or what they really enjoyed about the game. One of the big things seems to be the graphics, and from what we’ve seen so far, it’s kind of a love or hate it response from the people who have mentioned it. It’s something that we developers are going to have to talk about, but I will say that it will be something most likely handled later on. This is because of we want to focus on fixing things that are more detrimental to the game play at the moment, which brings me to the next issue people have mentioned. As for the GUI, we are currently talking with someone to see if they would be interested in making a better one for us.

The framerate in the video, we have to admit, is bad, and definitely want that to get fixed as soon as we can. As I motioned above, de3Sol has been working on fixing this issue, and he has optimized the game to run faster. We’ll definitely be working on this for most of the development process, doing fine tuning and what not.

People have been confused about if the game is going to be single player or online only. This wasn’t clear in our description, as we only mentioned online multiplayer as planned and didn’t mention singleplayer at all. As it is right now, you will be able to play this game either single player or multiplayer. Single player and multiplayer will include all the same features, the main obvious difference being you can play with other people.

I would like to thank ever one who has taken a look at our project and given feedback to us. We really appreciate the support, and it definitely is helping us move this game forward.

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