Published: Thursday, 03 April 2014 19:51
Written by Michael Hubicka
The Website Update
As you all may have noticed by now we have completely overhauled the website. Things are going to be a bit iffy until we work out some of the kinks but so far it seems that the response has been really good! We've been reading a lot of feedback (both good and bad) from fans on the website design and we plan on working with some of those ideas and incorporating them in soon. There were some members of the community who were experiencing issues with registering with the website and forums. That turned out to be a faulty e-mail configuration that has been taken care of and you should be seeing your registration e-mails coming in now! If you have yet to receive your registration e-mail just follow the steps of logging in to your account and have it resend you the activation e-mail - or use the 'forgot password' form to do the same thing.
The Compound Showcase Video
On April 1st we released the Compound showcase video thanks to the hard work of Sean "ScruffyDasWolf" Spencer and the rest of the team. Compound is still a work-in-progress and a lot will be changing over the next couple of months when we start implementing some of the new engine features, working on environment details and tinkering with textures. Either way we were all excited to show the community something that we have been working on the past couple of months.
You can view by clicking here!
We Are Hiring
We have added some positions that we are looking to have filled as soon as possible! Please spread the word - tell all your friends and family interested in game development and the project that we would love to talk to them! We do have a strict criteria but please do not let that discourage you from applying for a position with us. What we are looking for is talent and pure passion. We know how difficult it is to get your foot in the door in this industry. We also know that you have bills to pay and how some of you want to be compensated for your hard work. While we are unable to offer a paid position as we are all volunteers working on this project what we can offer you is added experience, a working product to display on your portfolio and your first step into the industry. I actively pass on resumes, CVs and portfolios on to AAA and Indie studios with my own personal recommendation for those individuals who are looking in to getting paid for doing what they love to do.
Published: Tuesday, 18 March 2014 08:09
Written by Michael Hubicka
Back in February, we announced that we were working on recording of some gameplay to show off. We are still planning on releasing a trailer as soon as possible. I do want to discuss some of the things that we have been cooking up in preparation for the trailer though!
We have seen some major changes to the menus and HUD. We are slowly moving away from the default SDK interface and to our own custom one. We have even started implementing the menu music and sound effects for selecting the various options! We feel that when we first launch the game and show you TimeSplitters Rewind, it should give you that nostalgic rush starting from that point.
The HUD has seen some major work done as well. When we get into the game you're not just going to see a map, weapon and character moving around. You're going to get that authentic TimeSplitters experience – you're going to see the health/shield bars, the ammo counter and various other bits.
Of course, finally there is the actual game itself – the maps, the characters and the weapons. The environment and prop artists have been making huge strides in bringing their respective maps to life with more detail. Some of the 3D artists are working on getting more characters ready to be brought into the game while the others are focusing on getting more things done with the weapons.
So in short – when we said we were going to record some gameplay of TimeSplitters Rewind, we really meant it. We are going to do that. Right now we are just focusing on adding those few extra touches in so that what you will see will have been worth the wait. We gave a time frame for when we had planned to reveal it – and we missed it. We are truly sorry for that, but once you do see some of the things that made us decide it would be best to postpone the recording until we can show that off... we think you will understand.
Published: Tuesday, 11 February 2014 06:53
Written by Michael Hubicka
We sat down and recorded some gameplay footage as I commented on various topics. The video ended up being about an hour long! We are now working on trimming it down to a reasonable length. This means that we are working on a script for me to adhere to. It does not mean I will be limited on what I can and cannot say, it's just to help me stay on topic and not ramble on.
We are also working on merging the build with weapons and characters with the build that has an updated Training Grounds and IceStation. It will also be the first time we reveal our work in progress HUD and other visual elements.
One thing that I wanted to touch on right now is why it takes us so long to update the community and why we haven't shown much.
The truth is - game development is a lengthy process. We are all working on this project part time and there are times where we run into issues that we have to spend time resolving. Any time we make a change to this or that mechanic it ends up breaking something else. Usually this is because that something relied on that mechanic so we have to go and change that to work with what we are doing.
Some of the developers working on the project are very busy working at their respective jobs. We try to dedicate as much time that we possibly can throughout the week. We put in a minimum of 5 hours a week in to the project. Some put much more time in than others.
So what have we done so far with TimeSplitters Rewind? Please keep in mind that everything is a work in progress until we say it is completely 110% finished. Nothing is final.
Most of the weapons have been modeled, textured and animated. The most recent build of CryEngine 3 changed the way this is handled so we had to spend time redoing a lot of it to work with the new system.
Are all modeled, textured and mostly animated. We are still working redoing animations to meet the new system that was introduced in the latest build of CryEngine 3.
Capture the Bag [working on HUD and some models]
A previous build of the game for the Level Designers broke the editor which has since been resolved.
A lot of people have been asking about System Requirements. We are not in a position to release any system requirements at this time as it can change very quickly. We will spend time working on performance optimizations and all that fun stuff when we're in beta.
There is no ETA on the alpha or beta at this time as we are working on bug fixing and various other things to get the game ready for alpha.