Down to the final polish

Well, spent this week adding the final pol­ish to the Jun­gle Demo. Things like sounds for move­ment, foot­steps, splash­ing when you’re in the water etc. Also added a pre­lim­i­nary ‘under­wa­ter’ set of effects (visu­als & sounds) for the char­ac­ter. It’s com­ing along pretty well con­sid­er­ing the lim­ited time and resources that I’ve had to put things together.

Release Dates

When’s it com­ing out, you ask? Well, it’s a good thing that you asked, because I have an answer ;}

Soon…ish…

Well, I know a bit more defin­i­tively than that — essen­tially it will be out the same day as the GameCore 2.0.5 release, which is sched­uled for mid-next week. We’re doing the final touches to the installer, tweak­ing a few tem­plates and so on, but basi­cally as of today, we are code-locked for the 2.0.5 release. The exe­cuta­bles are built, just all the lit­tle ‘other details’ that need to go into a release.

Helios Cor­po­rate Site Launches!
On a semi-related note, you may not have noticed, but Helios just launched our new Cor­po­rate / Stu­dio site:
www.heliosx.com — I think Adrian’s done a great job of putting it together. We’re still fine-tuning the screen­shots and will have a cou­ple of new trail­ers etc to go up soon, but I think the site is start­ing to look pretty good.

————————
Look­ing for­ward to the feed­back on the Jun­gle Demo — it’s basi­cally a bare­bones ‘test — slash — bench­mark’ for the C:SO game, so hope­fully all goes accord­ing to plan and every­one loves it ;}

The mod­els, vehi­cles, move­ments, sounds etc are all from C:SO, although the spe­cific map itself was put together cus­tom for the demo, so hope­fully every­one approves. The char­ac­ter model is my cur­rent ‘stand-in’ Delta sol­dier, while I put the fin­ish­ing touches on the cus­tomiz­able char­ac­ter sys­tem that I’m work­ing on. Takes for­ever to rig up all of the var­i­ous ele­ments of cloth­ing that the char­ac­ter wears …

We’ve done a cou­ple of minor tweaks to the foliage / spawn­ing sys­tem among other things, which resulted in some ncie fram­er­ate increases. Still have quite a few things that we intend to do to opti­mize the spawn­ing sys­tem, but I think every­one will enjoy the demo. Hopefully…

Or not ;P

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gekido

I am a specialist at game & technical design, specifically working as a liaison between management / publishers and the production requirements of both the technical & artistic teams during production. I have directly produced and overseen the implementation of several commercially used game / middleware engines as well as shipped commercial titles and 'serious games' simulations. Currently the CTO at Helios Interactive, previously I was the CEO / Studio Head at Vancouver-based developer Gekido Design Group.

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