Ohhhh ahhhh…….

May 2, 2014

We started working on some nighttime items recently, among many other things, so I thought I would post a quick random screen grab while firing in game at night.

NightFire_WIPOne interesting development thing is how moving to UE4 has been so worth it, but how doing so also takes a lot of time when developing some things. One example is how we pretty much had to completely rebuild how we are doing night vision. The systems engine systems used are so different between UE3 and UE4 the only thing we could move over was the base material. That is actually a good thing though because UE4 allows us to make these systems much more robust and feature rich. It also allows us to make things much easier for modders to add more gear and functionality on top.

The future is definitely bright!

-John

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Let’s get this thing in gear

April 19, 2014

I thought it might be about time to pass along a couple pieces of news…. First off we have officially started a very limited private testing phase for an initial Ground Branch preview release. We plan to open this testing up to a larger group before unleashing the full preview build on the public and hope to post more details about that in the next couple of weeks.

We would also like to announce that we have brought on FragOut Studio to take care of the animation work, as well as a few other things, for Ground Branch. These guys are well known for their animation work on ArmA 3 and we are also looking at some possible future collaborations.

http://fragoutstudio.com/

They have also recently completed work on a mobile game Sniper Tactical. Give that one a look:

Sniper Tactical

So things are moving along quite nicely at the moment and we are working hard to get the free Ground Branch preview build complete. It won’t be long until you get start messing with it yourself.

 

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I lost a body part and other news.

March 20, 2014

It may have been the painkillers, but damn, this week went fast.

A week ago, I was just sitting here, talking to Jeremy and John on Skype when I got an acute pain under the lower right ribs. I continued to chat with them, making jokes about it only being pain and that these were manly tears I was shedding. This continued right up right up to the point where I was dashed off to the emergency room by my wife.

Later that day my gall bladder was out and I was in recovery.
By the next morning, I was back home, albeit with a few extra holes in me.
Isn’t modern medicine awesome? read more …

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Now you know…..

March 19, 2014

Epic Games has finally revealed their official plans for Unreal Engine 4 for smaller developers!

http://www.engadget.com/2014/03/19/unreal-engine-4-available/

Now that the ‘cat is out of the bag’ we hope to be able to discuss things about UE4 more openly.

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Running the killhouse…

March 16, 2014

Its been a while, but hopefuly I can make it worth the wait with not one, but two videos.

read more …

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A small update

March 1, 2014

Most of the legal paperwork we have been waiting on is done, but there are a few more issues we need to resolve with the game itself before we can release anything.  Rest assured, we are getting close!

While we wait, I thought I would post a couple images from the latest build. We are adding in environmental effects and doing more passes on the lighting and materials. Things get better and better with each iteration and will continue to do so as we move along.

As I always mention…. for better or worse, we never process up our screen shots. No ” bullshots” at BFS! These are screen grabs right from the editor.

Lighting_UpdateLighting_Update2

Interview with OnlySP.com

February 20, 2014

Thanks to OnlySP.com for the opportunity!

http://www.onlysp.com/all-new-details-on-ground-branch-the-upcoming-unreal-engine-4-tactical-fps-exclusive-interview/

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Incoming interview

February 19, 2014

A new interview should be posted over the next day or so. In the meantime, they posted a couple screenshots that I sent along with it today.

http://www.onlysp.com/first-unreal-engine-4-gameplay-screenshots-of-tactical-fps-ground-branch/

Things are coming along

We thought it would be a good idea to pop our heads up for a second and let everyone know that things are moving along well. Paperwork to allow the early access is close to being done and other legal issues are being wrapped up. We are also getting in some much needed feature work as well. We will keep you posted on our timeline once it becomes a bit more clear.

Since I’m here, I might as well show off the optic choices you will have when you first start playing Ground Branch. More will be added of course, but these should cover most of your needs when getting started. And yes, we know the reticules on the holo and reflex sights are not accurate. They are the way they are for testing at the moment. :)

Optics

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A plan rarely survives first contact!

January 28, 2014

We are not doing a new Kickstarter.

Now that the initial shock is over let’s talk about the good news.

Instead of a second kickstarter we are going to do our own Early Access on this site until we have a build that can officially go up on Steam Early Access. Yep, we feel we pretty much have a solid enough build that we feel comfortable putting it out there. It will be rough, buggy and lack features/content but it will be Ground Branch and will give you a very good idea of what that actually means.

We are finally there people!
While getting the UE4 build far enough along to get decent KS material, we realized that we were actually pretty close to having something playable. I saw that we could spend a month building out the KS material then another month running the KS or we could spend that time finalizing the build, getting our licensing in order and the EA infrastructure in place to actually get GB out there in playable form. In the amount of time it would take to create the KS then run the campaign, you will be able to play and support GB! So in the not to distant future you will be able to financially support GB while playing it and while getting constant updates and giving us feedback.

 
There are a few very important things that are happening before we can actually launch this thing. We have a “punch list” of items that must be done before anything gets released. More importantly, we still need to get the final engine licensing paperwork(certain things need to be done before we can ship anything to the public) with Epic completed and all of their legal items in place. This may take a few more weeks, but the process has started. Don’t worry things aren’t going to drag out that long.

 
We will be handing out a build or two to a select small group of forum members before going public to make sure we have all the kinks worked out. Final licensing paperwork must be in place for that as well. We will soon expose a “store” page here that will list various support tiers just like a kickstarter, though you will get an actual download link once the transaction is complete. We plan to follow the lead of successful early access titles that paved their own way like Door Kickers and Overgrowth.
 

We feel this is a win win situation and one that allows us to grow Ground Branch development at a natural pace. It allows us to hold true to our mantra: ‘Do not build a community around a game….. Build a game around a community’

Keep checking back for more information as everything is finalized over the next few weeks.

 

 

 

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