- Category: News
- Published: Friday, 04 December 2015 18:56
- Written by Ibanez
- Hits: 2898
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: http://www.tsrewind.com/index.php/en/forum/timesplitters-rewind/397-streets-developer-diary
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!