We completely missed our goal of releasing a new internal test every week. Or two weeks. Or monthly.
Basically, we suck at keeping to dates (still).
Seemed like each week we’d take it in turns in saying “I want to get this in first” or “no, fix that first”.
Ahh, development hell. read more …
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.
One 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!
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.
They have also recently completed work on a mobile game Sniper Tactical. Give that one a look:
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.
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 …
Epic Games has finally revealed their official plans for Unreal Engine 4 for smaller developers!
Now that the ‘cat is out of the bag’ we hope to be able to discuss things about UE4 more openly.
Its been a while, but hopefuly I can make it worth the wait with not one, but two videos.
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.
Thanks to OnlySP.com for the opportunity!
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.
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.