Game
Project Entities: Blame
10 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

This Satuday we invite to watch another #speedpainting of our artist Daniel Faiad.

How great is this scene of #Pecaminosa?

#ScreenShotSaturday | #IndieDev | #DigitalArt

Chiaki Nanami!

What do you think guys in my robot?Just a beginner in 3d modeling..

My instagram https://www.instagram.com/rojhonbb/

"Day to Day" (also check spud out here he's a great guy and writer: https://soundcloud.com/spudward)

Let me introduce you to the new Mech line: Gendai Spec. Those are Mech that specializes in surprise attacks, covered operations, and stealth. They are equipped with melee weapons but one of Gendai's frames supports sniper rifles.

Explosive domino effect

We're knee deep in multiple large features and "game feel". Quick peek behind the scenes in this weeks Dev Blog: https://bit.ly/2QmmaQM

The Authority decided to investigate the Basement and leads to recovering classified documents Fun fact: The building has 928 doors and not 1000 doors. #horror

Distrust - HUMERUS (with dirty shade) Papyrus isn`t small. It's possible that I didn't draw him well, but he crouched down and bent towards us. I'm still bad at moments like this