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Smith and winston title


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On a mild and balmy August day in the year 1742, two workmen building a bench in a butter market discovered a millstone buried just beneath them.

*CLANK*

"What the feck is that, Jim!?"

"Dunno Seth, 'tis round and made of stone ..."

"Look, it's one of them there millstones things ..."

"Well feck it, it can't stay there, we've a bench for the sale of butter to build!"

So swearing mightily they set upon moving the stone. After many minutes of toil they succeeded and slowly the stone shifted revealing a shaft, round and dark, beckoning mysteriously as it sank down into the Stygian gloom

"Go on Seth, get in there and have a look, might be treasure we could be rich!"

"Not on your nelly Jim, it's as dark as a fox's arsehole, probably leads straight to the depths of Hades!"

So a young boy was hastily 'volunteered' and sent down, clambering down ancient toeholds cut shallowly into the rock. And lo the Royston Cave* was discovered and an enigma to its purpose born.

While only dirt and old bones were discovered in Royston ( and some strange carvings thought to date back to the Knights Templar) we all love discovering hidden things ... which brings me neatly onto this article's first topic, almost as if I had planned it all along.

So, having a game with a fully destructible level really lends itself to hiding stuff and that's exactly what we've done, below you can see the player discover a portal to a hidden section of the map.

SnW secrets4


I'm not going to reveal too much here but we've had a lot of fun hiding stuff. The tricky part is giving a clue to the player about something being hidden without making it too obvious

Next up we've added in a new sky box texture, It was quite hard to disguise the fact we use a cube as our skybox (especially the corners) but on the other hand with a fixed camera I don't have to worry about a couple of the views, such as above and behind the camera. Still needs a little more work but I think it does help to disguise the sky box's geometry ( I was told later that we can have any shape for the sky object and for cut scenes we would need all the directions so it'll probably all change). I am pretty happy with how the clouds turned out though

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Last up there's the navigation and pathing we're implementing for the AI, its a pretty big job especially the bit that gets the enemies to follow a path natually.

'One of the complaints we got from our early testers was the the AI was a bit dumb. Fair enough it is a bit dumb so we added navigation grids, A-star, some steering code and now the little robot crab/spider things chase you around'


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Here's us painting the navigation mesh for our AI enemies pathing, red for stop and green for go, all done in our fancy editor, hopefully this should stop them falling of the edge, which is quite frankly quite rather embarrassing Ai behavior

SnW nav mesh

I think I've got the easy bit as Dazza ( the programmer) described the experience of writing the steering code being a bit like repeatedly punching yourself in the genitals, moderately painful and very confusing as to why the heck you started doing it in the first place.

* some further information on Royston cave if you're interested, Royston Cave: A Medieval Enigma

Anyway comment below if you feel inclined, my girlfriend thinks I might gone a bit over the top with this articles intro so i'd interested to know your opinion especially as you've managed to read this far :)

Also we have a new Facebook page which can be found here Smith and Winston Facebook Page

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New game-play footage of our latest alpha build, tanks, explosions, lost temples and more, its all here to be seen.

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Smith and Winston, Guns and Hats

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Smith and Winston, In this update we're looking at marketing shots, player weapons and custom player heads.

Smith and Winston Gameplay, New Models and Turrets

Smith and Winston Gameplay, New Models and Turrets

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Smith and Winston, in this update we bring you news on what were up to next, new models, some pre-alpha game-play footage and an update on the turrets...

Comments  (0 - 10 of 16)
ttesla
ttesla

Co-op woxel shooter. This looks awesome, added to favs.

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seaport Creator
seaport

Cheers for the comment, and thanks for adding us to your favourites :)

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Noah_W
Noah_W

Looks fantastic! Good luck!!

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seaport Creator
seaport

Glad you like it :)

Reply Good karma+1 vote
druphoria
druphoria

This looks absolutely incredible. Great work, guys. I'm amazed that something like this is even possible with a team of two, especially using a custom game built engine built from scratch. If you don't mind me asking, how much time does a project like this typically take from start to finish?

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seaport Creator
seaport

Thanks glad you like it, Its taken a fair while, about a year and a half since we first started work on it to get to this stage. Though only Dazza, the programmer, is working full time on this, so that time could have been reduced.
Still I think we've got a year ahead of us until we're happy enough to release, though that wont be the end of it with further patching and updates. So in all about 2+ years but that does include building all the tools etc a more off the shelf approach would be a lot quicker

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2DInteractive
2DInteractive

Wow! What a fantastic game! Can't wait to see more. Keep up the great work guys :)

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metaldazza Creator
metaldazza

Thanks, we're really pleased with it so far, great fun.

Reply Good karma+2 votes
Gn0meSlice

Seems inspired by Voxatron, but that's okay!

Good luck guys! =]

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metaldazza Creator
metaldazza

Ahh you got us! Voxotron is a great game, we're going for that same kind of chaos but with a lot of Ikari Warriors thrown in.

Reply Good karma+2 votes
INtense! Staff
INtense!

It's a great game so good to see it inspiring others

Reply Good karma+2 votes
metaldazza Creator
metaldazza

Hopefully, if we get it right, Smith and Winston will inspire more games. I'll be happy just to finish it though :)

Reply Good karma+2 votes
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Smith & Winston
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Windows, Mac, PS4
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Execution Unit
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I'd just like to say that after years of moaning about how slow C++ was evolving I now can't keep up with it. wah!

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Sep 16 2016

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