XaiJu
eromancer
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Inner Circle Update for September 19 2017!

Hey everyone!

Thanks a lot for the translation help the other day! I still need to piece it together but I think we have translations now for most of the text on that sheet. That worked out really well, so I’ll be uploading a second batch with some additional signage if you want to give it a go!

Anyways, I’ve got a bunch of map artwork goodies for you guys today, as well as an update from AltairPL!


Map Progress

Aside from spending a few days catching up on notes / general organizational stuff, this week I jumped in and helped Ubercharge and TK with map stuff. TK and I worked on one of the Void’s Perimeter Wall maps while Uber worked on the Market Alley. Both maps are nearing completion. I still have a day’s worth of work on the background for the Perimeter Wall map, and TK still has some texturing modifications to make for the foreground. Uber has come down with a condition related to eye strain, so he needs to take it easy for a few days. I’ll likely begin working on a PBR conversion of one of the main characters after my part on this map is finished up, so hopefully I’ll have something to show on that next week! 

Here are a couple galleries showing the progression of each of the maps!

The Void – Perimeter Wall Deck 2 Gallery

The Void – Market Alley Gallery


Progress Update from AltairPL!

So, the last time I was here I was in the middle of implementing some basic functionality to URGE. That task, along with some other stuff, is now done.

Here's quick recap of what I did since last IC update:

My next tasks will be a bit more organizational... build merge mentioned above, cleaning up and refactoring some constants/variables, finishing touches to basic URGE functionality, etc.

I also want to ship to you guys a refreshed version of the URGE Tech Demo. The main difference from the one before is that the new one is shader-based. If you remember, during the last Tech Demo launch I was gathering data about supported OpenGL and its shader versions. Everyone so far can handle much newer shaders than what I'm using, but I want to play it safe and make sure that it is working as it should.

I don't know how much time all this planned stuff will require and how much not planned stuff will get in the way, but most likely I'll be wrapping my work on URGE for the time being, and I'll dive back into the game Ruby scripts starting next month - there's a lot of old unfinished and new planned functionality that I have to implement before 0.06. Not to mention a lot of testing and other unpleasant activity...

Inner Circle Update for September 19 2017!

Comments

Thank you

Ezekiel

no, its going to be definitely sooner than 8-9 months

UBERCHARGE, ty for a single reasonable answer in this topic. I really appreciate it. So you need about 500 hours for 10 maps plus lets say another 100... 600 hours of working. 2-3 (or more) hours per day - 8-9 months? Then tests, something else - 1 year. Or do you still plan to finish the 0.06 earlier?

Ezekiel

to demystify it a little bit, on my end are two maps models/lighting done, then two maps models done, and TK, made some temp textures for those. there are about 10 maps waiting for me, modeling of cyberpunk cars, each map has tons of details, multiple changes etc... for example on that market alley map I spent about 50 hours all together. Ero doesnt have it easy either, he has to make every possible combinations with every possible character

Well, you have two corners to choose from. Either the circle-jerk-while-we-wait. Or the other one, rocking-back-and-forth-while-sucking-on-thumb-anxiously.

Not good, not good. Too many myst in this answer...

Ezekiel

when its ready. @Eromancer: This is what happens after a juicy update like last week :)

Venus

Man, how long until 0.06?

Ezekiel


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