Jul 152013
 

Hi guys, Seith here.

First a quick word regarding the cards perk from the campaign; the files are at the printer’s and I was hoping to be able to start sending those this month. But due to my insistence on working on the game as much as possible (and not keeping my eyes on the perks clock) I’ll only be able to send those next month. The delay is also compounded by my deciding to print a test batch to make sure the result is going to be to top notch before launching the whole process. This might mean the other perks delivery may slip by a couple of weeks as well, I’m not sure yet.

On the other end, I’m happy to report that the game is making great progress (with the help of a few very talented people). So here are a few things that have been changed/improved since the alpha trailer:

  • Gamepad support has been fully implemented. I never thought I would one day utter those words, but I actually prefer using the gamepad to test the game now.
  • Several concept art pieces were created (thanks Adam!).
  • Player control and animation have been completely overhauled; better collision detection, smooth transitions, new interaction animations, etc…
  • Started implementing sneak mode (I can’t say much more about that yet).
  • Started implementing dialog/interaction support. This is linked to the game’s UI and is still very much a work in progress.
  • Dynamics are on! The mouse’s hood is now completely dynamic, it responds to the mouse’s movements; this saves a lot of work on the animation side and looks really neat to boot (thanks Enrique!).
  • New fur (thanks Dariusz!), cloth and environmental shaders with multi-layered POM and tessellation support (thanks Andy!). This allows the texture work to really pop.
  • New interactive bending vegetation (thanks Dominik!). Bushes and grass react to the player running through them. It really adds a nice touch.
  • Player character awareness system; it’s a mouthful to just say that the mouse is aware of what’s around him, even if the player isn’t. So if you run about and the mouse notices something he’s going to turn his attention to it. In other words his body language will clue you in about interesting features you might have missed.

And that’s it for now… :)

Of course some of those things you guys might take for granted in games nowadays. But the thing is, in Unity you have to create pretty much everything from scratch. It’s a lot of work, but on the plus side it also means that you can create exactly what you need.

Finally, just a little picture of our mighty hero for you:

ScreenShot336_2

  7 Responses to “Game progress and cards perk”

  1. Image magnifique, avec tous les petits d├ętails ont sent l’amour du travail bien fait.

  2. I’m delighted that you and the people helping you are making such great progress on the game. The 3D model of the mouse is absolutely stunning, and so cute! I wish that (one day, even in a distant future) there would be either a high quality plush of it, or a resin statuet :)

    You’re doing the right choice by focusing on the game rather than the perks. After all, crowdfunding is about supporting a project, not shopping for goodies. (Although, don’t get me wrong: I love receiving great perks, they’re just not the top priority.)

    Encore bravo :)

  3. Sounds like some great progress has been made! I’m very happy to see how much help you’ve been receiving.

    Loving that the awareness system is in,, as well as tessellation and POM.

    Is that an in-engine / representative render of the mouse, or CGI? Looks absolutely fantastic. Loving the texture and fur detail! Great fidelity.

    Glad to hear about the vegetation collision interaction. Will be very satisfying seeing a bush move as we scuttle through it. Far too many games these days are still lacking this detail.

    Thanks for the update! I’d love to see more of these types of updates in the future.

  4. Great update and I’m delighted how you were able to mobilize help.

  5. Good decision making the game the priority! I’m sure all supporters can wait for the perks if it means more work being done on the game itself. The picture is … just … awww! Great work!

  6. Thank you everyone!

    The picture is actually an in-game screenshot; no special render or CGI trickery here. Just a direct screen-grab from the Unity editor.

    It’s crazy, not even one year ago I thought only the mighty CryEngine could deliver that kind of graphics. Unity sure has come a long way! :)

  7. God, this is the one of the cutest characters I’ve seen in my life!!
    So adorable!!!
    Keep up the good work :)

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