Hi Guys,
'Core of the Engine' is a world apart from 'Everything We Need', and I don't think you'll ever see me hanging my hat up and say 'that's it, we're finished'
The demo represents a foundation now, which allows you to have a title page, game set-up, winning and losing, game replay, clean standalone and protected media. Before this demo, we did not have these basic ingredients, now we have a core to build on.
I appreciate your eagerness to see this product finished, and with continued feedback and support, we can add the features we need to go from good to great. That means more performance with improvements to the shadow and occlusion system, more weapon mechanisms, more LUA commands for greater control, even easier editing tools when in the IDE and F9 modes and raising the bar yet further on visual quality, both in the shaders and the assets we add to the library.
The rocket trails and explosion are both examples of a new particle system we developed for the demo, and that will shortly be making it's way into the editor so you can add them to your own games, with the addition of smoke and fire assets too.
Things like bug and flies can be done right now with a combination of asset creation and the current LUA command set, but we will be creating more official model packs so all you need to do is pick and place. Once we're released V1.008, you will be able to re-create the features found in the demo, and our V.1009 version will be building on that to add more ingredients to the pot. We are aiming for September to have a Steam Early Access build ready, but we will be involving the whole community in what that should look like and in what order makes sense. Releasing on Steam does not end the development! In fact, with the additional revenue from Early Access pledgers, we will have the resources to hire more artists, which means more assets showing off all manner of dynamic entity types as mentioned above.
I don't think we're going to get 100% satisfaction from every single user, both here and on Steam, as the universe does not work that way, but we are in it to win it, and I am personally quite thrilled at the progress made recently, and looking forward to building on what we have created so far. I wanted to get the major blocks in place so you could press a button and export a whole, complete game with a beginning, middle and an end. It's a major milestone for any game developer, and for the Reloaded project it was vital we solidified what the end result should resemble, and the only way I could see to do that was to build it.
I know your wish list is still pretty long, but we're ticking them off, one by one and if you stick with us a while longer, we'll have more goodies for you in the future. We can also keep the dialog open about the wisdom of releasing on Steam, and if the community can make a case that the version we put out is a pile of rat droppings, we're going to listen to it. My hope is that you will help us steer clear of that outcome and give us your insights into what it will take to make Steam users want to know more.
If that means adding parallax shaders, flies and rat entities and a very grumpy Slenderman, so be it
PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM