Game
Project Entities: Blame
11 years ago

Blame's New 'Engine'


Project Entities: Blame (originally simply titled Blame) is finally receiving some care and attention. In fact, it’s getting a whole new ‘engine.’ Maybe not an engine, per se, as it’s built in Unity, but it’s being redesigned from the ground up. (We’ll call it an engine for lack of a better word.) A while back, after deciding to revamp the old engine, I had a major hard drive malfunction which wiped out all of my original assets. I’ve been able to retrieve a good number of sounds from the original game, but the scripting, modelling, and texture work are all going to be redone. This isn’t actually a bad thing. I’ve learned a lot since the original project began and am now able to include things I had originally intended to.

Showcasing the new menu for Blame. While I’ve only just started (on Dec. 4th, 2014 to be exact) things are looking good so far. The main menu is in place and Scott Harris is up and moving about the dingy corridors. I’ll have to hold myself back from posting too much, lest I reveal dark secrets that are best left hidden (secrets are hidden, by the way), but I’ll be trying to post more than I have before. I’m hoping this new engine will blow the previous ones away.

Addressing some issues:
1.) There will be no more forced reading as a tutorial. That was a stupid idea that I’m sure everyone will be happy to see go.
2.) The map system will be completely different, but won’t be implemented right away. In fact, it might not be needed anymore. Which leads me to:
3.) The lack of assets and environmental detail will be addressed. That was a huge issue for a lot of people, and rightfully so. It was confusing.
4.) Frame rates were pretty bad for some people. I’ve been watching a lot of the Let’s Plays (thank you again to all of you - your criticisms are incredibly helpful) and have noticed some ways to optimize the way things work. It will mainly involve giving the player more control over the graphical settings, but will carry over into other areas.
5.) The game’s difficulty has changed for every release. I’m constantly tweaking values trying find the best settings. With the last version released (0.7) I ended up getting things wrong and the game turned out far too easy. This will be worked out in the next release, though I can’t say how just yet.

I really appreciate everyone’s patience and support. This was my first game, so the beginning was incredibly rough, but now that I’m more confident and know what I’m doing (sort of) things should fall into place a lot easier.

Oh, before I forget, I’ve redone my WordPress blog to focus on current projects, which is namely this at the moment. You can find it here. You can also contact me on Twitter: @CaseyVenn

I’ve go check my supply of Lucids and get back to work.

~CV

f4696



1 comment

Loading...

Next up

Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.

#screenshotsaturday

Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.

Finished a project I've been working on over the last few days!

Modeled and textured in Blender.

#3dart #lowpoly #npbr #fantasy #hut

Quantum precognition is one of the most powerful cards. End game cards & equipment. Demo/alpha build boss is no match for this deck.

The Darkside Detective: A Fumble in the Dark is out TODAY! 🖱️Advanced pointing, clicking action 🖨️Very funny words! Loads of them! 👻6 sarcastic, spectral cases to solve

Alone Together....

not the greatest house, but it's a house! :D

A few screenshots of the places you'll cross in the Demo of Blu. You can play it today on #gamejolt !

Out of boredom and curiosity, I coded Sailor Jupiter's Argentine Backbreaker.

Coming Soon...