Sorry for the delay in updating our blog - so much has happened since the last post - I'll try and update you with all the core details, some of this will be copy 'n pasted from our kickstarter update (which just has a ton of cool info, images, and details) - to you know save me some time!
We have had one hell of a ride since PAX Prime and our Kickstarter, delays, new implementations, new plans, new artwork and some great steam related news...
In December we got our best Christmas present ever! we got accepted and Greenlit on Steam, after working on this game for so long and really pouring our hearts, minds and soul into it, for it to be accepted into the huge world of Steam (75 Million Gamers!) is just a completely AWESOME!
Alpha - Porting
More porting, Damon tells me we have half a million lines of code (the game) ported - but it's not really all that as it's the same language C++. So we've Ported the libraries and all the specific code to Open GL - SDL (simple directmedia layer), which is going to be be our base, from their we can make ports to each console and OS.
Damon has ported the liquids physics engine, it took about 3 weeks + but it's a major porting hurdle - now working.
He has also been putting in all assets and most of the backgrounds are now working, with parallax and animations. Most of the new textures and the normal maps are now in and working. And many of the new music tracks are in.
Also Damon and Bradley have been working hard on getting the Steam server tech working and implemented, so when the beta is up players can save and share their creations via the Steam servers.
So at this stage with all features in and working, content is mostly complete, we think it's safe to call this our first Alpha version of Organic Panic (that will be on Steam!) - don't get me wrong there are many bugs, but most of the bugs are related to translating the code, and we now have a working functional game.
Console Approval
We've been approved for the 3 main consoles, Xbox, PS3 and Nintendo Wii U - which means we're accepted as official developers and will be getting access to development kits, SDK's and documentation, we are really happy to have got these.
In February the last major hurdle - characters, has been implemented. All characters are now in and animations are working, there are still a few bugs but it's great to see characters running, jumping and flying around.
Materials
We've got a ton of new assets to show off, thanks to the hard work of one of our artist Patt, we got some excellent new Materials, these are more than just visual as each material has real world properties and will expand the types of gameplay that is possible.
Rock Skulls |
Rock Grass layers |
Dark Crystals |
Metal Glass |
Rock Bricks |
Molten Rock |
Comic
Brad has finished over 100 panes of the full color comic, this help propel the single player adventure story, and also for the full color paper comic book.
A crooked crowd reunite |
Apple and Asparagus
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Kiwi Target locked |
Background Art
Sylvia has completed the background art for each environmental set - each one is layered with parallax scrolling, and each element is animated.
Beach |
Jail Island
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The Lab |
Underground
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A New Cheese Wedge 'El Bandido'
We decided that Cheese Wedge was a little plain in the character department and so we gave him more personality!