Karan

Update #15: April 20

We're wrapping up development! We're looking to publish the full-release game on Steam sometime within the next week or so, so be ready. We've been hard at work cramming-in as much polish and juice as we can before we all graduate and go our separate directions (more on that later). Also, a fun side-note, it's officially been 1 year since our first blog post! 

Game updates:

We have begun the achievement implementation process, so for our full release players will be able to earn a variety of cool game achievements for their feats of strength and stupidity. Dylan made some really cool UI symbols that Hayden re-purposed into achievement icons. Below is a sneak peek at just a few. 

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We've also made small changes to balance, created a save system to keep track of your progress, and have done a lot of work the game's UI. Below is a tiny taste of the UI that we've been improving over the last few weeks. Dylan's been doing some great concepts and Ben has been turning those concepts into reality. 

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Jeremy's been helping us fix bugs, but has also been going real hard at making some super cool VFX. Projectiles and explosions mostly... And a bunch of really juicy stuff that you can find by playing the game!

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And Our 3D artists (Bryan, Nate, Tyrone, and Ruohan) have been hard at work finishing up the assets in our game. These are a few object from what we call the Mining Kit. These items will be scattered around the planet's surface telling stories of the old civilizations that used to mine there. 

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In addition to all this visually beautiful work, the engineers have been hard at work fixing bugs, tweaking AI, and optimizing our game. The designers have been occupied with game testing, level polish, gun balancing, and making the experience rewarding in single-player. We've reduced enemy health and added a few more tweaks that makes the game 1. beatable, and 2. fun for those playing solo. 

We're also working to add more scenes that will bring the player further into the universe we've created for them, as well as give players clearer instructions on how to play the game now that we have the full game loop implemented. We've also created Steam Trading Cards, but need to hit a certain threshold of sales before they enable us to implement them. 

We also added a neat little feature where dead players can now move their spawn beacons. This gives players something to do while deceased, and can create some pretty funny griefing opportunities. 

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We've done a whole lot more on the game over the last few weeks, so please go check out our game, it's only $1 on Steam and the price will raise once we fully release so we'd recommend getting it sooner rather than later. 

Team updates:

Some of you might be wondering where we're all going after we graduate in two weeks. Stephen, Eric, Isaac, Ben, and Bryan are working/ will be working - for WB Avalanche here in SLC on a new, amazing game that will be announced later this year. Karan will be moving from WB Avalanche to Wargaming (World of Tanks) in Chicago. Jeremy will continue working at Rockwell Collins making some phenomenal war vehicle simulations. Hayden is headed to Austin, TX to be a Program Management Intern for Blizzard Web & Mobile. Dylan is heading over to local indie studio Parallel Plaid. That's all for now, but many others will be getting jobs as we go along, so we will report more in our next, and last Update. 

Update #10: December 3rd

So this is awkward, it's been nearly three months since we last posted an update. While this is partially due to the strain of production as we begin to transition into Alpha, we're also really looking forward to surprising people with all of the progress we've made since September. If you've been watching our dev streams on Twitch, you probably have a better idea of the state of the game, but still won't grasp the full picture. So, this might be mean and make things even more awkward, but I'm not going to show you all of the progress we've made in this update. HOLD ON... I'll still show some, but the rest will be saved to surprise people who come and play our game THIS COMING FRIDAY, December 8th, at EAE Play Day up at the University of Utah. There will be prizes for those who collect the most Ore, which might or might not mean free t-shirts. For those who can't make it, don't worry, we'll post a post-EAE-Play-Day update and show you all of the new stuff we've made in the form of a gameplay video.

So, to get on with the update...

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First let's talk about the Rover. Our concept artist, Dylan made the "Chomper," which was then modeled and textured by Jeremy, one of our technical artists. Our lead artist, Bryan will probably go back for another pass on it in the future, but otherwise this thing looks pretty dang cool. We also changed up the way in which it works. So instead of it being stationary or following a set path, players now go up to it and tell it to follow. Once players lead the rover to a hotspot, the rover automatically begins to mine and players will then protect it against alien creatures. Big shout out to Karan, our lead engineer, for making the rover work so smoothly!

Our artists have also been hard at work making some beautiful new scenery. These are snapshots of some unfinished swamp and lava environments. We also have an ice/tundra environment that has been shown in previous playtests, and we'll be working on a few more in the future. You might also notice a bit of new UI in the top-right corner of the screen. This static level UI will show three things: the amount of tries you have left before the planet explodes, the Ore that the rover has collected on this surface-run, and the Ore you've gathered previous to this run and have stored in the bank. Again, this UI will change (very soon, actually) but it's a start!

Speaking of UI, we have some pretty cool Menus in the game now, too. 

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Yang Li has been concepting some real good menu and navigation pieces and we've slowly been turning them into reality. While I can't show them to you yet, you can see them in game on EAE Play Day next week, and can check out more recent concepting in our Images & Video section

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We've also made a TON of crazy new weapons that players can unlock and use. We've even been tweaking the old ones to feel more unique, balanced, and substantial. Darrell's been doing some great design work, Dylan's been making some crazy concepts, and Ruohan's been modeling the guns. 

These changes, and a whole lot more, will be shown off at EAE Play Day this coming Friday so please come out and play the game! We also have a Mailing list you can subscribe to to recieve email updates on the game, so if that's your thing then please subscribe! Otherwise stay up to date here for more reveals and keep an eye on our Twitch page for dev streams!

Update #3: May 4th

So this week has been pretty calm around the studio. After the madness of our EAE Launch demo we are slowly putting the office back together and gaining momentum on future plans. We have a BIG announcement this coming Monday (May 8th), so stay tuned for that. Otherwise we've been working on a couple other things, namely the big thing on Monday, but some other stuff, too. 

First of all, to back up a bit, we're happily celebrating the summer departure of a handful of our staff who were fortunate and hard-working enough to land internships with some premier studios. Karan and Eric, two of our our engineers, got internships at Avalanche and Insomniac respectively. Sarah, one of our designers, heads off to Irvine, CA in a week-or-two to work with Blizzard on World of Warcraft. Ming and Ruohan - a married powerhouse of tech art and art - are going back home to China where they will be working for a large mobile games company and an art outsourcing company for Naughty Dog. We'll miss all of them and hope that they enjoy their summers working for larger, more experienced game developers and return with a breadth of knowledge and wisdom to share with the team. The rest of the team (17 of us) will be around SLC working on the game by creating unique features and testing ideas to present to the whole team once we're united again in August. 

As for progress on the game, we have implemented a title screen into the build so it is a complete demo experience. We're also in talks with a handful of local game dev companies about coming out and presenting our idea to them in order to gain industry-level feedback and criticism. Hayden, a producer, has also been hard at work making our first game trailer. In addition, we're about to start our live-stream dev blog where we actually show ourselves playing the game, take some questions, etc. We'll hopefully have more news on that on Monday as well.

We'll also be shifting workspaces  soon so there has been some prep and planning for that, we're in the stages of legally forming our corporation, and we've been continuously expanding our presence online across various platforms. Speaking of which, we'd like to extend a huge thanks to the phenomenal donors that have contributed to our Patreon account - we're already past our first goal and about to reach our second so things are looking great!

That's all for this week but make sure to keep an eye out for our Facebook page on Monday to hear the big news!