In 1,000 years the human species will be extinct. Remembered only as a mythical creature from ancient times by a civilization of intelligent machines who have risen in their place. A mechanical civilization in search of their own Creator, meaning, and ultimate purpose. But in their quest, these sentient technological beings risk awakening an age-old conflict that could jeopardize the entire galaxy!
This is the universe of Gears of Eden, an independent space exploration and adventure game in production by Cubit Games. Gears is a mashup combining the space exploration of Kerbal Space Program with the in-depth storytelling of Portal and the survival mechanics of Minecraft. The result? A technical science-based game that prioritizes ease of use and fun in an open-world setting, while offering an engaging, captivating and epic space adventure story.
Over the last few weeks our modeling team has been working hard on updating our animations. For our demo alpha, we used an old model for the rover. We're working to make sure the model not only functions, but also looks good doing it. We don't want the rover uncomfortable in its own metal skin. Uncomfortable rovers are unproductive rovers, after all!
With regards to functionality, our team started working on two major pieces of the rover, the arms and the suspension. We want the arms to unfold in a way that looks realistic, so we started with 2D here.
After that, our team moved to 3D, rendering the arms and its joints so that the animations look fluid.
Check out our early arm animation test!
We didn't stop there though! We want to make sure the rover looks good while it's on the move instead of being so rigid. Our team updated how our suspension works, as you can see in the two videos below. In the first, it showcases what the rover will look like while accelerating or braking. The second shows how the suspension moves as the rover encounters rough terrain.
While our internal art team continues to develop models, textures and animations for these pieces, our programming side is finishing up work on the UI revamp. Pretty soon our two teams will swap places! The art team will start working on art assets to fill in the new UI created by the programming team with placeholders, and the programming team will start implementing models, texture and animations into the game engine that have been created by the art team! Synergy! We look forward to showing off more of this progress on Patreon, Twitter, Facebook, and Instagram!
We're also currently working on new concept art for our SINTER Forge and bases. We're previewing those for supporters on our Patreon site, so please consider backing us over there for as little as $1. Your support goes a long way in helping us develop faster and provide you with more exciting content and updates! We would also very much appreciate if you follow our social media accounts linked above, and regularly like, share, and comment on postings. This helps others out there find us, and helps us grow our audience.
Thanks for stopping by our page and checking our project out!
Having completed a successful first Alpha release, Gears of Eden gets some new art updates, along with interactive items and more!
Gears of Eden is releasing Alpha 1, a very early concept build that showcases the foundational mechanics the rest of the demo will be built from. We are...
In this video update, we take a look at the different types of camera modes available in Gears of Eden’s upcoming Alpha 1 release. GoE features 5 different...
With the first Alpha Release rapidly approaching, the art team has finished a set of new models and textures for our resource nodes, making sure that...
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We're starting this week off with some big news: Alpha 1 is complete, and we're inviting you to come test with us! Continue reading for more details and...
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