Showing posts with label steam greenlight. Show all posts
Showing posts with label steam greenlight. Show all posts

2016/06/11

IT'S HAPPENING!

Hey, it's Geril.

Okay, so a lot of stuff happened in the previous weeks, but we'll write about those in a later post. There is some paid work in our future.

Lussy finished her finals and got the best grade possible. For her  exam, she presented some of OLP's assets which were quite unique compared to the average works presented there.

This is about it, see you next time!

...

Oh man, it almost slipped my mind..

LEMNISCATE HAS BEEN GREENLIT!



The funniest thing is, we were looking at the Greenlight page last night and talking about how it might take some months for us to get greenlit (we were at 35%). Then this morning, an e-mail came that it happened. It was unusually easy to get out of bed afterwards.

The only question remaining is how to release the game legally while still making a profit. Regardless, we're happy that we made it even with our abysmal marketing skills.

A big thank you to everyone who helped us achieve this!

(we're working on the tutorial for the dynamic normal maps, but we're doing lots of other things, too, so please, be patient)

2016/04/14

OuterLine: Lemniscate

Good news!



We've finally launched our Greenlight campaign. You can vote for us here

So the final name of Project Blind is OL: Lemniscate.
To be honest, we wanted to do a flashier reveal of the OL abbreviation's true meaning, but... it's not flashy. It stands for OuterLine. It's basically the universe which we have created that houses all of our game ideas (for now). So, due to financial constraints and to our limited experience with game development, it so happened that Lemniscate will be our first released game - after it got through Greenlight (so, please!).

We've also changed our team name to ExceptionGate, and changed the blog title accordingly. And created a new Facebook page. And now we're hoping our likers will slowly trickle over to it. wink wink

The last few weeks were a mess of trying to properly record footage from Unreal 4 and video editing. In the final days we chose to record footage with the built-in matinee recorder, but that makes gameplay really hard so there are some lower quality clips in the trailer from earlier screen recordings. Also, we're not good at trailers. (actually we've figured it out: it's magic, and we're muggles) We've managed to leave out most of the gameplay we've implemented from the video. We still hope it catches some people's eyes and makes them read the description and take a look at our gifs. Seriously, we're better at making gif posts. Just look at the gif posts. Don't judge from the trailer.

Anyways... we're considering crowdfunding. We're short on money, and currently this project doesn't generate any profit. Using free software means we don't have to pay for licenses, but even with minimal expenses.. we have to eat something. The downside of crowdfunding is that taxes are ridiculous.


And now it's the middle of the night, so we're going to sleep. In the next few days, I'll sit back, relax and watch the votes flow in. Hopefully. oh crap, I have finals And Geril's going to work on a Sketchfab model for the Greenlight campaign. Because he's a workaholic.

The new model for Lemniscate, of course, will fit right in with our previous works in our Sketchfab gallery. Such colorful and bouncy.... spaceship. Yeah.

G'night!

2016/03/12

Feature Update!

Hi!

It's time for another update on how the development is going. We've, since the last update, added:



Objects that can be picked up and thrown, and if they are thrown with enough force, they break/explode. These are not using UE4's built in fracture mesh. They spawn gibs and particle meshes on impact, destroy themselves and of course, make noise, too. 

We can't show you yet, but the monster can now react to noises. It's possible to distract him with throwing an object somewhere far, and if the monster is close enough to hear it (or it is loud enough), he will inspect the sound's location.

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The doors also got an upgrade. The door system itself changed, now every door uses a certain color, and the corresponding colored card opens the door. They also got this flashy sign on the buttons that shows if they are locked or not.

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We've added a note system to the game. Every in-game character has a Personal Assistant Device (P.A.D) that they use to take notes with. The P.A.D assigns these notes to the locations they were recorded at inside the ship. If you find someone's P.A.D, their notes will become visible and readable. 


Like this poor fella's.


And this is how the note looks if you activate/deactivate the found P.A.D.

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We've added visible points to the spine of the monster, so he can be seen from farther away.

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One of the biggest features we've added is the fire detection system in the ship. If there is a fire, the sprinklers will activate (if the water system is active, of course), and put it out over time. The fire can also kill the player if he stays in it for long enough. Also, if the player stands under the sprinkler, he gets wet and the camera also gets an effect that makes it hard to see. It fades over time, but while he's wet, electric devices will be dangerous to him.

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The last thing is the way the day ends. After a set amount of time, time resets, and we've added an effect that sweeps through the ship, representing the time loop starting everything over.


Also, related to this, we've made a clock that shows the current time. This will be the clock that wakes the player every day, and he can also use it to determine how much time he has left of that day.

We're still working on the interface, there are a lot of placeholders and debug stuff there, please excuse the messiness.


In other news, we're preparing for our Steam Greenlight campaign, and trying to find legal ways to release the game (we're in Hungary... it's not easy)

This is all for today, see you next time!