May 2009

You are browsing the archive for May 2009.

Darwinia+ developer diary

Ever won­dered what exactly goes into the process of get­ting a game approved by a pub­lisher? Want an exclu­sive behind the scenes view of the devel­op­ment process, includ­ing get­ting con­sole approval, detailed infor­ma­tion about mile­stones and much, much more? Well the awe­some guys over at Intro­ver­sion have pub­lished just that — a com­plete in-depth look at […]

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Gameplay progress, updates

For the past few weeks, in order to help nar­row my focus, I’ve been con­cen­trat­ing on a sin­gle playable map set in an urban ware­house dis­trict. All of the maps in C:SO will serve dual pur­pose as sin­gle and mul­ti­player mis­sion zones, and this one in par­tic­u­lar is a good show­case of the game­play elements […]

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Experimental Forest Highway Sequence

As promised, here’s a quick sneak peak at the improved instanc­ing / spawn­ing sys­tem. Granted this is a VERY quickly pro­duced envi­ron­ment (done in about 10 min­utes), and only includes a sin­gle tree type and very sim­ple ‘pla­nar’ grass (which looks pretty bad), but you can get the gist of the idea I think… Share and […]

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Tech Updates : May 27, 2009

Tech Updates : May 27, 2009

So while I’ve been work­ing on the game­play and higher-level details about the game, the pro­gram­ming team here at Helios Inter­ac­tive have been work­ing hard (as always) on the tech (ie GameCore) that makes it all pos­si­ble. While we are always focus­ing on get­ting fre­quent releases out to the GameCore com­mu­nity, we always have a […]

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For the Love of the Game

Don’t know if any­one out there has heard of Inter­stel­lar Marines, but it is an Indie game being devel­oped by Zero Point Soft­ware. If you have had an idea about cre­at­ing some­thing and wanted some inspi­ra­tion to kick it into high gear, these guys are some­thing to see. Cou­ple of videos that are worth watch­ing: Share […]

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