Happy weekend, everyone! It's time for another development update.
The team's focus over this past couple of weeks have been primarily focused around animations, world design, and general clean up and testing of the game.
We just uploaded a short video to YouTube that shows the current state of the arm animations without holding any weapons. While they are not perfect, we think they are close to being ready for alpha release at least. Keep in mind that we still consider them a WIP, and also remember that they are being made by an indie, non-professional team. After alpha is released one of our highest priorities will be getting a lot more professional help with animations. Here's an inline link to the video:
https://www.youtube.com/watch?v=mMGZoQf5hjM#t=44
Right now we are focusing getting the weapon animations ready and we'll release some videos of those soon as well. Once the weapon animations are ready, that will allow us to release a lot more gameplay related videos, which we've been hesitant to do until the animations looked decent.
As part of this update, there are some images of the newly updated town of Sultan that is being made by Kris B., who just joined the team recently. Sulton is the original area of the map where the pre-alpha testers tested at, but almost all of it has changed and been updated now. About the only thing in the original location is the church. All of his images are still a WIP as well, and will definitely look more post-apocalyptic and destroyed when finished, so keep that in mind when looking at them.
All of the members on the team have been asked to help out and create "prefabs" for the level designers to use. A prefab is a group of objects all added together as one group, so the level designers can just place a prefab and have all of the interior, exterior, sounds, item spawners, furniture, etc all placed at once. As many of you noticed in our last Twitch stream, a lot of the houses and buildings were empty. Those will be fixed now pretty soon once the prefabs have been finished. It will make the world look a lot more lived in.
As the team has been playing the game, we've been entering a lot more issues into our internal tracking system, so that issues can be identified and fixed as quickly as possible. It's been a great resource for us to use to keep the entire team focused on what we need to get finished for the alpha release. With a team like ours from disparate regions of the world and time zones, keeping everyone coordinated and on the same track can be a bit challenging at times, but the team is doing a great job overall.
For a couple of bonus images this week, I'm including our new splash screen for the game, and it will also be the image used in Steam for the game as well. It was made by our concept designer, Eric, who has done an amazing job for us. It is a large image,, so you can use it as a background image if you'd like.
Miscreated Banner
Click here for the much larger version!
http://miscreatedgame.com/wp-content...eated-1280.png
Sultan (WIP)
http://miscreatedgame.com/wp-content...kris_b_001.png
http://miscreatedgame.com/wp-content...kris_b_003.png
http://miscreatedgame.com/wp-content...kris_b_002.png
Graham's Prefabs (Same model, but very different looks overall from using prefabs)
http://miscreatedgame.com/wp-content...aham_h_001.png
Foggy Evening (Just a couple of images from playing today)
http://miscreatedgame.com/wp-content...gyevening2.png
http://miscreatedgame.com/wp-content...gyevening1.png