Burden has been submitted into next year's Independent Games Festival in San Francisco.
Not expecting much from it in its current state only because the build is a very small slice of the complete game, we'll keep updating the build with more and more content - Already have newer builds to add - hopefully the judges will leave our game until the end and by that time it will be closer to completion!
A new trailer will be in the works within the coming months. A HUGE difference from the previous Pre-Alpha footage.
The game is truly taking shape with a lot of the behind the scenes mechanics being refined and in some cases completely rebuilt. Feels and plays smooth, enough to keep the heart racing and prevent the eyes from blinking!
I want to welcome Matthew Bowie to the Burden team. He's been on the project for just a couple of weeks now as programmer, has made a great impact on its development!
Gets me all excited, it really does.
Burden will be participating in the next Independent Games Festival and we have our fingers crossed for a public alpha within the coming months.
Until then I'll keep supplying new screenshots whenever possible.
I Huge thanks to everyone that visited our booth (and checked out the game at the Surprise Attack booth too!) at PAXAus! The feedback we received was fantastic.
Sorry for the slow updates but I've had to jump back into contract work that was put on hold prior to PAXAus.
We're very pumped about the next stages and although it's a lot of work we are excited about potentially bringing out an alpha build in a couple of months time. We have quite a long list of emails we need to sort through for the alpha too!
Many people asked if we're going to try Greenlight, we will when we believe we have a worthy build of the game, we will need everyone's support to help us come out on top.
I hope everyone had a great time at PAX, there was a lot to see and do! Here's hoping we meet again at PAXAus 2014. Until then, keep checking up on us here, Twitter and Facebook. :)
PAX Australia is over! And after three days + a day of press with our new publisher Surprise Attack - my voice is a bit croaky.
We showed off an early (pre-alpha) build of Burden at PAXAus the past three days and have received a lot of great feedback from people who gave it a play.
There's many things we didn't really give much thought about until the feedback came in. For example, some path choosing for the giants to follow.
We have a lot to do, so first at the top of the list.
The game is in pre-alpha, the first thing I want to jump into is the environments. it is all place holder at this time. I have big plans on less bloom, and nicer landscapes.
Get the other giants in and functioning.
Tidy the mechanics
Make the HUD much friendlier and precise.
Put the protagonist in the game!
I was really concerned about showing the game in its current state, but it has been very worthwhile and we've had the opportunity to personally meet a great gaming community.
It has taken some time to build the world of Burden. It is something that will keep fleshing out, refining and will drastically change.
A hard thing to create is a world where each level has meaning to the story - when should this happen, what should be seen at this place or time - So I build maps.
I tend to prefer pulling myself away from a computer screen to do this. Grabbing butchers paper and taping (blu-tacking) string and bits of paper to it. this way I can approach with a fresh mind and swap and change things in a moments thought.
I'd like to think I'm pretty happy and will settle on the current design of the levels and placements. But I know it will change, especially after I release it to criticism from other people for feedback. But that's OK!
I do a lot of game character and model setups in Softimage, which generally need Tangents applied for Normal maps. The problem is Tangents really grind the viewport down when animating skinning models.
This little script will delete the tangent modifier (leaving the tangent data in there) and changes the Tangent state to "Only update on topo change"
Over the past month I've been porting models over to Softimage from Maya. Most of the models used repeating textures by going outside the UV 0-1 space which doesn't transfer over to Softimage when rendering, and there were thousands of them. So I wrote this simple script.
It only works with models that already have UVs applied.
Clinton - Programmer - is currently working on the level editor for Burden and kindly wrote up a list of where it's at.
BEDIT (the Burden Editor) currently allows the Level Designer to... - create a "strip" of terrain that a Colossus will walk over from a list of prefabs (pre-made terrain blocks) - place Carriers (such as airships, wagons, etc) which will spawn when the Colossus gets near and ferry Creeps to different boarding points on the Colossus (ankles, arms, back, etc). - design Creep Waves, that allow for different patterns of enemies to be released from Carriers. Creep Waves can also override the "level" or toughness of an enemy in order to scale its difficulty up or down. - save all the above data to a JSON file from within the Unity3D Editor, no need to build or manage a separate tool or application.
Still very early days, and I expect we'll continue to improve and develop it as the project progresses. Maybe even build a version for players to use if we can make it simpler and more user friendly.
Yes crates. A staple diet of many games most often used to fill a level for a player to hide behind, pick up and throw, hide goodies, or just for the sake of making a level look less sparse.
Burden is limited to only a few crates, but they're big ones! They hide things, secret things.