Archive for the ‘Updates’ Category

Progress Update – 03/10

Things have been running pretty smoothly lately. What little programming work there’s been left to do by me is getting done, the design docs have gotten more planned out, and we’re slowly but surely finding the right people for this project! There’s not much to show for all of this yet, however! Most of the new art assets are still in the conceptual stages, and it’s really hard to show performance increases! It’s not like a screenshot is going to look a lot nicer if the underlying framerate is smoother!

While there isn’t anything new and major to show off, there are a few noteworthy blurbs:

  • Music support is in! It shouldn’t take too much longer to add the sound effect system as well!
  • I’ve recently made some major optimizations. Large maps like the second map in the gameplay demo (the gothic one) now run smooth as butter!
  • I sketched and completed the layout and gameplay for the game’s first map. It has the game’s first miniboss, as well as the game’s first boss!
  • I’ve added a number of new gameplay elements to Last Bastion recently that should make it more fun and interesting to play. Stay tuned!
  • I am planning on going to QuakeCon this August. If everything goes according to schedule (ha!), we should have a demo ready by then. If not, you may just get to see an incomplete crappy version!

That’s about it for right now. We should have more to show in the next month or so!

New Vega Screenshots!

With the last map in our next demo complete, we’re finally ready to show it off! Here are 12 new screenshots from the 3 maps in the demo we’ll be showing to publishers!

Enjoy! :)

Happy 1/1/10 – Redux!

So a few days ago, I posted some screenshots of a new map I’ve been working on. It’s come to my attention that there are some problems with the shots, including:

  • They’re pretty dark
  • Some of the texturing/architecture is pretty crappy
  • It’s a lot better now!

Which begs the question: What’s the point in starting the new year off on the wrong foot, especially when it can be corrected? I sure can’t think of any good reason! So, to make up for those subpar shots I showed before, here are some (hopefully) better ones of the same map! It’s in a lot better shape than it was a couple of days ago: it has a new theme, several weak areas have been redone, and a lot more of it’s been detailed now (whereas only a few rooms had before).

Don’t believe me? See for yourself!

See you again in a few days after I correct all of the problems with this batch of shots! :lol:

Happy 1/01/10!

Happy new year, everyone! I hope you all had a good time celebrating the start of a new year decade! What better way to kick things off than with some screenshots!

A couple of days ago, I began to remake the first demo map. It had some pretty serious flaws with it (an unreachable secret, way too dark of rooms, inconsistent detail due to being worked on by two people, etc.), so I decided to redo it, while trying to keep some of the elements in tact from its previous incarnation. The layout is great this time – it even has some jumping and crouching-related secrets! I’ve only spent a day or so working on the detailing, but so far I’m pleased with the results!

Enjoy! :)

Hiring Bonanza

Things have really been going well lately. Over the past couple weeks, we’ve really been firing on all cylinders. No doubt you’ve all seen the screenshots of Mechadon’s latest map (pretty, eh?)! But he’s not the only one who’s been working his butt off! Some of the recent things that I’ve added are:

  • Powerups
  • Scripted dynamic lighting effects
  • The ammunition system
  • Various support items (medkits, armor, etc.)
  • Many other various gameplay enhancements

It’s really quite a bit to keep with. Features are being added too fast for one mapper to implement (poor Mechadon!). Plus, there’s sure to be bugs with all of the new features. Where am I going with this? Well, you probably already have that figured out! Aren’t you the smart one?

Something I’ve really needed to do for some time (since WastedYouth and Spork left) is to bring in one or more new level designers. I’ve always dreaded it because I was afraid to wade through all of the subpar applications I knew I’d get, but I’m going to go ahead and bite the bullet and do it.

So then, I’m pleased to announce that we have not one, but two openings! We’re looking for a level designer, and a beta tester. Head over to the help wanted page for the full details, but the bottom line is that if you’d like to be brought aboard, give me reason to believe that you’d be dedicated to the project, and if you’re applying to be a level designer, please show samples of your work (I’d be willing to take on something who’s talent level wasn’t up to par, provided they had a great work ethic). There, now those rules aren’t too hard to follow, now are they?

I’ll be very much looking forward to seeing some great applications! With a little help, I think we can really move Project Vega forward even faster.

Thanks!

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