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Progress Update + Addressing the Artwork
June 2, 2014 - 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.