Update July 1st, 2015

Update July 1st, 2015

Beta2 progress

Screen Shot 2015-07-01 at 9.14.12 AMWe’ve begun working on beta2 in earnest now. Some of the accomplishments from this week include setting ourselves up on a free Amazon account and increasing our connection-capacity from 20 to 100 users. This will allow us to run demos and competitions pre-Kickstarter on Beta2 in the weeks before our campaign begins.

Beta2 modules and new cards have progressed smoothly, as well as UI improvements to both the hand, targeting system and GUI for increased legibility.

3D modeling progress

shipmodular3 modularpieces2The Coalition Frigate is very close to complete, we are now working on various modular components for the 3D model. These modular parts will let us create new 3D models rapidly and will also let the 3D models’ appearance directly reflect the upgrades and modules added to the ship over the course of a game.

Coalition_Dreadnaught_ScreenCap_004The Coalition Dreadnaught (above in green-blue) is also nearing completion, including the in-game texturing. The Dreadnaught will also get modular treatment, similar to the Frigate.

Finally we also worked on our nebulae, with various colors and lightning storm effects, depending on the type of nebula you occupy. This video just shows some quick config changes. We are using different quality levels, which you see in the LOD0 and LOd1 and LOd2 groupings. Each LOD is for a different zoom level. So LOD0 is the largest the 3D element can be, and will be shown when you are inside of the anomaly (performing tactical battles). Nebulae generally obscure your ships and interrupt ship systems, but some are combustible, deadly places to fight, while others have sources of harvestable energy.

Because each sector on the map is driven by a card and we can continuously create new maps and new cards, the features of each nebula can be as varied as the stars in the sky.

Oh and this 3D model is based on this artwork, which you can see featured on this example sector-card template, artwork by Stuart Ballinger:

Sector_ShardCloud
Artwork by Stuart Ballinger

Video / Logo intro

Our motion graphics for the logo and Kickstarter intro is getting very close to final. the first few seconds of it are looking really sweet. Here are some still-frames from the animation thus far:

Screen Shot 2015-07-01 at 9.56.27 AM

New home page

We plan on making iterative improvements to our website over the next weeks. The next big step is going to be a new homepage that should be a lot more engaging than our current home page. If all goes well, by this time next week it should already be up!

Concept Art

Concept artwork slowed down lately, but we do have one new piece of concept art to show you that was recently finished:

SylithElderThis is a Sylith Elder. We started with some ideas about feathers or increased tentacles on the head and then decided that the warriors should have feathers instead of hair and that the elders should instead have no feathers but a ton more sensory tentacles. Below is a sketch of the head variations that Amanda made:

SylithVariations

Hiring needs

Our team is now about 25 people strong! But we still are looking for a few more people to add to the family, we are looking for:

  • QA testers with 10+ hours a week to dedicate to testing and finding bugs in our early-Beta
  • A Graphic design intern who has a style that matches ours (elegant, minimal, refined)
  • Two more people to add to our PR / Marketing team to help with research, writing and PR

Contact us if you think you can help!