Work In Progress / Into the Ice

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Disturbing 13
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Posted: 11th Oct 2016 14:00
Love the tinfoil hat!!
Ertlov
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Posted: 11th Oct 2016 14:53
I will pass the compliment on to my daughter, she made it for me.
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Wolf
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Posted: 12th Oct 2016 18:30
Its nice that this is back
Also I knew there was a reason why I could never read your mind
Also you look a lot friendlier in motion than in photographs
Also those arctic camo retextures look atrocious and you know it!
Also needs more nazis and hookers...and hooker nazis!



-Wolf

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Posted: 12th Oct 2016 20:25
I agree on all of that!
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Ertlov
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Posted: 14th Oct 2016 08:52
No screenshot today, but a sign of commitment towards better voice-overs:




The new recording equipment has arrived and was successfully tested in our Vienna outpost. This weekend, it will be moved to our new recording studio in the basement of Homegrown Games Headquarter, and the first recording session will begin.
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Posted: 17th Oct 2016 10:19 Edited at: 17th Oct 2016 10:19
Lightyears away from anything we could call final, but it shows the direction:

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Posted: 18th Oct 2016 00:40 Edited at: 27th Jul 2019 20:47
That looks excellent! I really can't wait to see more. Your outdoor environment design is quite believable and realistic. Objects aren't placed without purpose.

I must say, you're utlizing GG in a very good way! Nicely done Ertlove.
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Posted: 18th Oct 2016 13:19 Edited at: 18th Oct 2016 13:19
Love the silly humour (in small doses). "I did nazi him coming".
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Posted: 18th Oct 2016 18:58
Yeah, but there are also some really serious topics being tackled. One is already hinted at in this video.
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Posted: 18th Oct 2016 21:12
You mean combining human and dog DNA?
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Posted: 19th Oct 2016 00:57
wow, although I might say the level design is a little desolate for my tastes. I can't say I dont love the gameplay and how you have lots of places to explore. you get rewarded for looking around by getting more ammo and stuff, and there's little soundbytes everywhere. It really creates a very convincing atmosphere. the windy sounds really almost made me feel colder.
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Posted: 19th Oct 2016 14:27 Edited at: 19th Oct 2016 15:23
Yes, this one is pretty desolate, but only because of the fact that this is a very remote Outpost of the New Swabia Base, basically a place to assign soldiers to who have misbehaved or fallen out of grace.

The New Swabia Base itself will be far more vivid and living!

Quote: "You mean combining human and dog DNA?"


Lol, no, that is one of the bad practical jokes. I meant "Take an educated guess why they greet arrivals, and especially why they greet them in English, Polish and Hebrew, too"
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Ertlov
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Posted: 19th Oct 2016 18:50
This time not a screenshot, but a letter.

And an educated guess for all German speaking (or understanding) friends here where I will spend my christmas holidays this year.

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Posted: 20th Oct 2016 15:32
nice looking game ertlov, this is impressive, the new studio setup looks good too.
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Posted: 22nd Oct 2016 18:39
A bunch of the latest development shots:








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Posted: 27th Oct 2016 21:05
Progreess was made, especially regarding the "storytelling" and placement of messages that hint what has happened in New Swabia.



The first playable will be released this Halloween to all Steam Users owning Into the Dark.

And yes, our old FPSC Classic be updated, too, raising to 1.6 and improved again.


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Posted: 29th Oct 2016 14:12
All of you who have bought Into the Dark on Steam:

Update your game now to play the Into the Ice Teaser Level!
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Posted: 1st Nov 2016 13:52
Definitely going to try the teaser when I get a chance! Awesome screenshots as always. Keep up the good work!
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Posted: 4th Nov 2016 13:38
Quote: "Definitely going to try the teaser when I get a chance! Awesome screenshots as always. Keep up the good work!"


Trying to do so!

We recently got a permission for commercial usage of ReShade. Currently working on some ideas how to implement it the best way possible (which means not loosing a single FPS, it *IS* possible).

here an internal video, please do not share outside the GG community:

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Belidos
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Posted: 4th Nov 2016 13:54
Looks good. Might i suggest one thing, the foliage looks a little false. Try changing your grass settings to about half the height and double the width. that should spread it out a bit more and not make it stick out so glaringly.

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Posted: 5th Nov 2016 09:36
@ertlov: looking forward to playing more of your games, they are the kind I like ... In Amsterdam at moment but will buy your games once I get back... Well done
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Posted: 5th Nov 2016 21:53
Quote: " In Amsterdam at moment but will buy your games once I get back... Well done "


Thanks a lot!

Quote: "Might i suggest one thing, the foliage looks a little false."


You are right, but we will create an entirely different one. Antarctia moss-algae-weed.

Keep in mind, the Halloween level shown is actually a part of Level 3 in the final game. Right now we are working on level 1 & 2, with the first one being in the infamous Area 51 and the second one playing entirely on a flying plane or chopper (still undecided).

Will show something from the creation of the 1st one soon!
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Posted: 13th Dec 2016 20:13
Any updates? Think we are past 'soon' now ?

Cheers.
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Posted: 14th Dec 2016 18:34
Very slick and nicely done. Impressive looking Game Guru title Looks good, the level is very well put together, it seems like it plays well from the video, and importantly runs smooth as well


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Posted: 14th Dec 2016 23:14
Hey!

I honestly think this would look better without the ground foliage/grass



´-Wolf
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Posted: 15th Dec 2016 08:33 Edited at: 15th Dec 2016 08:34
Love the adult humor there. Reminds me of that time I was playing one of the Metal Gear games and there was a locker you could hide in. Inside the locker had a poster of a model. If you were to zoom in on it, Snake would make a comment about it. I love little details about that in games that have no direct connection to the story but in a sense give the character the player is playing... some personality. lol
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Posted: 15th Dec 2016 09:06
Quote: "I honestly think this would look better without the ground foliage/grass "


It looks better without THAT foliage. But some kind of small scruby iced foliage is defiantely needed or all ooks very boring.
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Ertlov
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Posted: 20th Jan 2017 14:52
Today we have the first working iteration of a new model.
Which is also a driveable flyable vehicle.
Or will be one, right now my scripting only makes a poor flight experience ^^

And it is a level on it's own.

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Posted: 27th Jan 2017 20:17
Is that the same reshade as in father's Island? Looks great !
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Posted: 28th Jan 2017 09:20
the same compiled files, but very different settings.
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Posted: 28th Jan 2017 11:56
yeah I figured ... I like the blueish lenzflare.
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Posted: 18th Feb 2017 19:39
Allright, here we go with Level 1 (You have seen enough from level 3 already).

Level 1 is not located in Antarctica, it is the briefing level where Pete gets his assignment and the team he will accompany to Neuschwabenland. So, level 1 plays entirely in Area 52, the ugly, under-fundend little brother of Area 51.

So, it's desert instead of Snow & Ice:









And while the base is really dull and ugly, Pete will have a very special encounter there.

The first one to guess the name of this character right will get access to all future Betas:

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Posted: 19th Feb 2017 11:13
I suppose that this is very serviceable.
It reminds me of these semi open world shooters from the early 2000's. They didn't have much poly budget back then so whenver you'd enter a compoint it was designed in the most minimalistic way possible. A few boxes, chair, table and an "eyecatcher" like that pool table.
I think that you can do far better and I also believe you should. These screenshots look boring and you can't have that in an into game
First Level has to really "sell it". (he said to the man working in the games industry for over a decade)

Quote: "The first one to guess the name of this character right will get access to all future Betas:"

John Richards??



-Wolf


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Posted: 19th Feb 2017 11:32
Quote: "I think that you can do far better and I also believe you should. "


Will do

Quote: "John Richards?? "


Terribly wrong. And especially YOU should know better.
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Posted: 19th Feb 2017 11:40
Claude Hans, think about it !!!!
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Posted: 19th Feb 2017 12:22
But but...this is "Area 52" and you're a clone in Fathers Island. It would kinda fit.
Ah! Darn it!



-Wolf
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Posted: 19th Feb 2017 12:24
Who wears a Trenchcoat and a 1940'ies hat?
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Posted: 19th Feb 2017 12:48 Edited at: 19th Feb 2017 12:50
Quote: "And while the base is really dull and ugly, Pete will have a very special encounter there."


You'll have him get himself check for hepatitis later, am I right? A man has responsablities.

Quote: "Who wears a Trenchcoat and a 1940'ies hat?"


Cary Grant?
I give up...what about Tarkus Suggestion? Maybe its Pete himself (he's a private eye and the outfit kinda goes with it) and that shot is from a cutscene? Or is that character the very special encounter? In a game which predecessor had friendly mutants and a tentacle rape monster, this encounter doesnt seem so special.



-Wolf
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Posted: 19th Feb 2017 13:12
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Posted: 21st Feb 2017 16:00
More and more progress. Please ignore the metro theatre trash bin in the last shot.




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Wolf
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Posted: 27th Feb 2017 00:22
Oh Legacy of Cthulhu!
Have you ever considered shooting a B-movie like this?

The level is looking far better now! Really neat in some parts.

Maybe do something about the floating document shadow here? I know GG tends to annoy with stuff like this and its not really a big deal. Just figured I'd mention it.



-Wolf
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Posted: 27th Feb 2017 07:19 Edited at: 27th Feb 2017 10:19
Quote: "Oh Legacy of Cthulhu!
Have you ever considered shooting a B-movie like this?"


Yes, of course. However, I have to wait until July 2017 to reboot the Cthulhu franchise, that's when I have back all the rights. (You know, Publishing deals and bankruptcy of the original publisher and stuff)

Here a close-up of RDA:



Quote: "The level is looking far better now! Really neat in some parts."


You are just saying that because of the heavy usage of assets purchased from you, right?

Just kidding, thanks, but it's not yet there where I want it to be for the final game. I want to look it like a facility with tech infrastructure that would have been SciFi 30-50 years ago but looks like a mixture of innovative AND dated now.

Does that make visually sense to you?

Quote: "But but...this is "Area 52" and you're a clone in Fathers Island. It would kinda fit. "


Yeah, and if you had read all the documents in Father's island bunker sequence, you would know that the protagonist there shares some DNA strings with Robert D. Anderson

Quote: "Maybe do something about the floating document shadow here?"


Yeah, setting it to static, that's on the to-do-list after the implementation of the first Donald Trump joke.
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Ertlov
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Posted: 28th Feb 2017 17:03
Carefully polishing the details and, far more important, adding bad jokes, references, funny stuff and of course offensive material to make it a real "Into the..." game. We won't rest until left and right, minorities and majorities, believers and atheists are equally angry after playing our game.

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Posted: 28th Feb 2017 21:51
Quote: "You are just saying that because of the heavy usage of assets purchased from you, right? "


Of course? What did you think?

Haha! No! I legitimately like how this is turning out. You are however putting my assets to good use

Quote: "Does that make visually sense to you?"


"Retrofuturistic" as the hippsters call it This website got a lot of inspirational material if you're looking.

Plus, the "modern warfare community pack" by cosmic prophet had a pretty high quality missile silo set. It included a lot of machinery with a cold war look to them.

Quote: "Yeah, and if you had read all the documents in Father's island bunker sequence, you would know that the protagonist there shares some DNA strings with Robert D. Anderson"


mea culpa!

Quote: "of the first Donald Trump joke."


I'll just leave this here.



-Wolf

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Posted: 1st Mar 2017 06:51
Awesome screenshots, it's looking really cool
When there\'s

no more room in HELL

the dead will walk the EARTH
PM
Ertlov
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Posted: 2nd Mar 2017 19:35 Edited at: 3rd Mar 2017 00:54
Thanks!

Now we are in the slow and steady process of optimizing the rooms and adding details.

Here is the barrack's sleeping room, still without props (furniture and wall deco only):



One of the most important goals is to have the FPS never drop below 40 on the reference machine.
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Posted: 5th Mar 2017 05:03
@ertlov I have one issue with the screenshot in the last post and it isn't a biggie but I noticed it in any ways, The beds and the two signs on the walls is a bit too symmetrical, moving or rotating the beds ever so slightly will break up the scene a bit. Miss align the wall sign(s) every so slightly will also help perhaps remove the one bed to make room for the locker on the left or right side. The left side is matching up with the right side it's not ideal.

Additionally I would remove one two mattresses and have it placed on the floor next to the bed even rotate or have it lean a bit over bed railings.I am not sure it's possible with the model but worth a try, a paper decal on the floor isn't bad either will, definitely assist in breaking up patterns.Right now I am picking up patterns it's not visually appealing when you enter an area and able to spot visual patterns quickly.The biggest culprit being the beds.

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Ertlov
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Posted: 5th Mar 2017 10:56
You are perfectly right, wizard, but that is always the last step we do on a room before moving on to the next. You will see in the next screenshot
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Posted: 6th Mar 2017 20:49
Oh!! Its the old "cyber-light" I made all these years ago

Most people probably won't notice but I throw it out there anyway: I'd retexture the ceiling. It looks completely derelict while the floor is rather pristine which gives a bit off an odd look. Thats just nitpicking though. Same with all these fuseboxes in the dorm room...what do they do there other than give these people some splendid brain tumors?

...and isn't that Shredder from the Ninja Turtles on the wall?
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Posted: 6th Mar 2017 21:55
Yeah there is quite a contrast between the quality of the floor and the ceiling.

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