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TS Rewind Update (2016-01-17) - Oops.

I have to confess something: the poll we had posted for last week needs to be redone. You may proceed to boo and whatnot. I do not want to go into details (or cast blame,) but I have already found a workaround for our poll. If you would kindly visit this link and post your same response, I would appreciate it very much, and so would our character artists - Alfred in particular.
We do have some early poll numbers from the one I posted last week, so it was not completely wasted, and we may do something in addition to what results from the new poll.
As for what progress has been made over the week... I for one have been working on locker room assets on Bunker. As part of a way to make up for my mess-up with last week's poll, this Saturday the 23rd I shall spend as much time working on assets as humanly possible, and I hope to livestream that progress for as much of that time as I can show.

TS Rewind Update (2016-01-09) - Warzone First Look

So 2015 has come and gone. The past month certainly flew by as the team juggled assignments and life (particularly with the holidays and increased family time all around.) With that said, let us share a couple things for the weekend.
First off, Sean (or Damianaid) unveils his remake to Warzone for the first time. He has mentioned that he wants to create a few more things for the level while he revisits Compound and Castle, creating more environment props all around.
Next up is character art. Not much has been shown lately, but Alfred wants to resolve that. He came up with an idea to get the community involved - a quick poll. Check out the following link and cast a vote on a character 'species' you would like to see us show next:
Lastly, we have brought on a new coder to the team named Joshua. I for one am looking forward to his contributions to the team, especially after a lengthy discussion about the direction the team is heading with the project.
With that, we bid you adieu for the time being. I plan on posting more frequent updates from here on out. Also, be prepared for livestreams from team members, including broadcasts from our newest coder at some point in time; we will either post specific times a day ahead of their occurrence(s) or post a weekly schedule if schedule(s) permit that.

TS Rewind Update (2015-12-04) - Streets Fly-Through!

We have excellent news to share with everyone today. That is quite a relief considering how somehow it has been a month since our last update; time flies too fast, events happen. For some, it was failed hard drives, for others like myself, it was multiple day power outages. But we're back and still going at it, and that's what matters - we persevere and push towards our goal of releasing a TimeSplitters game to the community and everyone else possibly interested in the series.

At any rate, time for the good news. First off, our coders have made their milestone on an engine upgrade. It was something I was tremendously excited to hear, considering that now we can begin work on our next target - the gameplay trailer. And speaking of trailers...

Here is a video I would like to share of Streets. I think it's in good shape to show the entirety of the map now. The video capture wasn't great, and I'd attribute that to my three year old CPU, my GPU to a certain degree as well, but if you guys would pardon the grain and framerate drop, I can assure you that this is in-engine, no tricks up our sleeves. For those wondering about system requirements, we still need to implement optimization and hardware tests before we can actually state those. As for the level and its assets, I'll probably need to do some more tweaks with the lighting, shaders, and post processing effects, and there may be a couple more props to add/move/remove after some game testing, but I'll make decisions on that when we get there. Now, if you would like to read a "developer diary on how I came up with the redesign of the level, and you have a considerable amount of time to read through it, check out a post I made on our forum:

Sean (or Damianaid) has been working hard on Warzone. He has been hosting livestreams on Twitch as he creates more assets for it, and he'll be showing off the level in its entirety when he's ready to. Speaking of livestreaming, I've been considering doing the same thing while creating environment art for Bunker and potentially other maps as well. How would a weekly 'show' sound? Voice what you would like to see from it!