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Post news RSS News Post #05: 2013 Roundup

A summary of what we achieved for Rigid Force Alpha in 2013 and a little forecast for the following year.

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Hey guys,

it's that time again: The year draws to a close and everyone is looking back at the past months, including us. 2013 was a very successful year for the development of our little project and we'd like to recapitulate what has been achieved so far.

Productivity in Numbers
How much things do you need to create a decent shoot'em up nowadays? Pretty much, I'd dare to say - here's an overview of all the stuff that has already been created:

  • 16 stage layouts done
  • 50 different enemy movement routines implemented
  • 4 main weapon systems and 5 sub weapon systems implemented
  • Around 400 3D models created (including effects, background props and enemies)
  • HDRR rendering pipeline fully integrated
  • 4 tracks of background music composed
  • Over 1h of total gameplay time

Screenshot Saturday Retrospect
As you might know, we (more or less) regularly post our most recent work on screenshotsaturday.com (which is an awesome site). Over the year, 33 screenshots came together and by looking at them, you can easily tell we made quite some progress, visually. Have a look after the jump. And be sure to follow us on Twitter (@com8com1) to get all our future news!

4th Quarter (October-December)

3rd Quarter (July-August)

2nd Quarter (April-June)

1st Quarter (January-March)

Forecast
I'd like to thank all of our team members for their marvellous work so far - way to go! :)
Our plans for 2014 are to finish the game and to finally release it. We will keep you updated, so please feel free to track us on IndieDB or Twitter to stay up to date.

All the best for 2014 and thanks for your attention! :)

Edit: Links and image descriptions were broken, just fixed that. Sorry for the inconvenience...

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