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0 comments by clarky006 on Jul 27th, 2015

July DevUpdate 4

Greetings Pioneers!

Today we’re bringing you another update on what the team have been working on this past week as we push for our next release version. The glorious battle to get an updated and stable build out to you continues!

In case you're wondering where all the pretty stuff went from other posts, we’ve unfortunately had technical issues with our service provider (sad face). So our previous updates on steam might be temporarily imageless for a little while.

Luckily however (happy face) we have a super secret backup place for linking our images! So we’ll be fixing previous news announcements very soon :D Take it away Lee..

Lee - Technical Director

Most of my time this week has been dealing with issues caused by the recent engine upgrade. I think we have fixed most of the bugs related to this now, but it was something we couldn’t avoid.

Matt - Art Director

It’s the week of the Triffids… I’ve been developing one of our new weird and wonderful Flora over the last few days, with multiple heads. Behold.

Tristan - Senior Developer

After my recent success in the grasslands of Mongolia I have decided to make POWER my next goal... Ok so what I really mean is I am working on the new power system to keep up with all those turrets people keep building because everyone knows the best offence is a good defence. Please note I often tell people the best defence is a good offence it pretty much depends on if I am working on offence or defence.

Ricky - Developer

I’ve got all the Power System UI, Build Menu, FOV Scaling, Converting to UMG, and debugging up to reasonable levels this week so they can be used and tested soon. Multi-tasking like a boss.

Gav - Concept Artist

We’ve got lots of orthographics in the works while we also develop concepts for utility structures. We’re also looking to stream some of my day-to-day work flow for any budding concept designers out there and I’ll be on hand to answer any questions you might have or give some feedback on your concept art portfolio. I’m also excited to break some interesting developments for all you savvy artists but I won’t promise anything just yet, except that I will promise not to make any promises apart from this one I’m making right now. PEACE!

Carlos - Developer

For the most part I’ve been focusing on converting our current HUD into UMG, which allows us to turn post-process effects in the world without affecting the HUD. I’ve also been working on the FOV change implementation and fixing bugs that have been caused by the engine update.

Marcin - Designer

This week, besides ironing out a few bugs with Hives and Holograms, I have been mainly working on the navigation system and physics. Those 2 systems by themselves are usually enough to give you a headache, but combined... believe me, they make for a hell of a week. In any case I have something rather flashy to show you this time. The implementation of the area of effect physics allowed me to work on an IKA feature that we had been planning for a while now, the Unstable Vortex.


Chris - Designer

Over the past week I have been helping debug the our next update release focusing AI and our new interactive foliage. I also performed tests to validity of increasing the amount of apex structures we can have across the whole game. lastly towards the end of the week I have been concentrating on getting the new swamp area up to a high standard before passing it over to the artists.

Joe - Environment Artist

Over the past week I’ve mainly been refactoring the assets for the new Swamp biome which will be compatible with our Multiplayer tree and Foliage instancing systems. I have also finished new prototype visuals for forests/jungles.

Andy - Lead QA

This week I’ve been mostly testing the new AI perception component. New engine update means new bugs which keeps me busy. We also had a birthday in the office, our wonderful level designer Chris turned 21 again so we celebrated with cake. ;)

Yves - Senior Developer

Do you enjoy hitting things with objects made of advanced materials? yes you say? Well good, because this week I’ve been improving and refactoring a new melee system for Multiplayer, squashing bugs together with a friend has never been so satisfying.

Lastly, you can keep an eye on our more immediate progress with our Public Trello Board

Happy hunting!

- Team Flix

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Post comment Comments  (0 - 10 of 109)
ferdyfist
ferdyfist Jul 6 2015, 7:51pm says:

How are the world (worlds - maps??) in this game?
Is it one big open world, or several maps the player can roam around in?

+1 vote     reply to comment
clarky006 Creator
clarky006 Jul 7 2015, 6:04am replied:

Thanks for the question Ferdyfist,

The current world (island) is one and a half kilometers of area to explore. We are currently working on an 8 kilometer map for the multiplayer Alpha. Multiple islands (maps) are something we would like to deliver in the future, but one big open world is our current plan for the Alpha :)

+1 vote   reply to comment
Bmikes
Bmikes Jul 1 2015, 11:13pm says:

Good work! I picked up the game and it's pretty unique and fun. It can be pretty challenging though so it would be more fun if I could bring a friend with me in a CO-OP mode. I am hoping you have a plan for that. Keep up the good work.

+1 vote     reply to comment
clarky006 Creator
clarky006 Jul 2 2015, 5:28am replied:

Hi Bmikes

Thanks for the support! and yes we most definitely have plans for co-op play in the future :) You can see any current development progress via our public Trello board here - Trello.com

+1 vote   reply to comment
Erayser Staff
Erayser Jun 22 2015, 8:29pm says:

Impressive! Keep it up guys. We curated your game on Steam by the way: Steamcommunity.com

+2 votes   reply to comment
Jonny_T Creator
Jonny_T Jun 26 2015, 4:05pm replied:

Huge thanks Erayser!

We have a big update later this year with the launch of Multiplayer and much more content including the final mechanics that are yet to be revealed... We would love to work with the community and sites of IndieDB and ModDB to announce it and deliver a little extra to the community and staff that we owe a great game to :)

Thanks again for the support!

+1 vote   reply to comment
Talorcan
Talorcan Jun 11 2015, 3:30pm says:

When I bought this game I had nothing more to say than
"Was about time someone made a game like this"
You know its so ******* awesome to jump down a hill, straight to your Eden Kit that is being attacked, and throw the enemy into a tree while in mid-air.
Absolutely amazing.

+2 votes     reply to comment
LaGNeVeRFaiLs
LaGNeVeRFaiLs Apr 4 2015, 7:02am says:

this game is aWesome! Concept, Models, and Systems is Just Splendidly Amazing!

+3 votes     reply to comment
Jonny_T Creator
Jonny_T Apr 4 2015, 10:20am replied:

Massive thanks for the feedback -

Please spread the word and check out the steam forums :: Steamcommunity.com

And also our regularly updated Trello board :: Trello.com

We're taking suggestions with feedback so any support is really appreciated!

+2 votes   reply to comment
Lord_Midas
Lord_Midas Mar 12 2015, 3:50pm says:

Met Kyle and Andy at Razzed 2015 today. Top lads.
I remember seeming Eden Star at EGX 2013 and it was very minimal. 'Tron like' they called it. Now it's a lush, and frankly beautiful, world. It plays smoothly and has some surprises (the mad Glove of Awesome flinging of creepy wazznames into trees is brilliant). Looking forward to the guys filling the world with even more critters.
What I saw was very polished and very impressive for the work of a dozen or so peeps. Keep up the excellent work.

+1 vote     reply to comment
Jonny_T Creator
Jonny_T Mar 19 2015, 11:53am replied:

Hi Lord_Midas, many thanks good sir! :)

'Twas an awesome weekend at Rezzed and we can't wait to populate the world further either! Thanks again for your support, keep an eye on Trello for progress as the next one's a much meatier update with some nice additions and changes.

Thanks again!

+1 vote   reply to comment
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Eden Star
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