We’re feeling generous, so here’s a re-shoot of the Prison Island walkthrough that was posted before. We tried to capture video from a newer build, but none of the results worked properly, so this video is from the same build as the last video was, so it lacks the newer features that we’ve completed since Mysterium. Still, it’s a much smoother demonstration of what was done at that point – and it has sound, which I think really adds to the experience.
As with before, this is very much a work in progress, particularly the sky, water, and firemarble dome.
Ok, so yes, we’ve been pretty quiet as of late, and that sucks. It’s not because we don’t like you guys, it’s not because we have given up, so stop it with all that nonsense. No, in actuality, there are a number of factors contributing to our current downtime, one being the fact that almost all of us are students. That means, of course, that we’re incredibly busy during the fall. We are still working on the project whenever we can, it’s just much slower going than it was during the summer.
There are a few other things holding us back at the moment, but in some ways, it’s a good thing. Don’t worry, everything will be fine in the end.
All that being said, here’s a little treat, to show you that we’re still alive and kicking:
We just passed the 95% mark on our journey to the first funding goal, $2000. That means we now have over $1900 raised! To celebrate, here’s another sneak peek at the journal system, this time with Catherine’s journal. Remember that these are not necessarily final graphics or animations. It’s not in-game footage, just a prototype.
Update: Here’s the Prison Book, as well:
Here’s another not-in-game prototype of an element from Riven. This time, it’s Atrus’s journal. Enjoy!
In other news, we just passed the 90% mark on our journey towards our first funding goal. We’re almost there, guys!
Note that we’ll of course continue accepting donations after the first goal is reached, and the more donations we get, the faster we can work. Just some food for thought!
Ok, ok, ok. You asked for it, we promised it, here it finally is. In-game footage from Prison Island, circa Mysterium 2011. This is a good example of what the game looks like at the moment, though not at all a good example of the final level of quality we’re aiming for.
Unfortunately, due to a quirk in our video-capture solution, the recording came out a little jerky. This is especially noticeable in the cursor. We’ll try to fix this in future videos, but for now, just remember that the actual game plays nice and smoothly.
Be sure to see the video in HD!
More to come soon!
Edit: We appreciate the comments and critiques, everybody, but please keep in mind that this is a work in progress. We’re constantly working on making the game look even better than it does here, in fact it’s mainly what we’re focused on right now. We’re taking your comments into consideration, along with our own plans for improvement.
Edit 2: We’ve re-rendered this video so it’s smoother, and it includes sound and more! Check it out!
Here’s a treat, while we get the high-quality presentation video edited up – a pre-rendered lighting test for Prison Island. These are the same assets you saw in the Mysterium presentation, but in a pre-rendered environment. This video is NOT gameplay footage. It was rendered in Blender, in order to demonstrate how the environment should look at sunset. Enjoy!
Mysterium 2011 has begun, and Zib will be presenting a project update tomorrow at 10 AM, Boston time. If you’re unable to be there, you can experience the presentation for yourself at the LiveStream channel.
The presentation is over and done with now, but if you missed it, you can watch it here:
First of all, thanks once again to everybody who’s donated so far. We’ve gotten donations ranging from $1, all the way up to over $100 from a few awesome contributors. Remember, every little bit helps, and every little bit will get your name in the credits!
Unfortunately, we’ve had a bit of a nasty realization about the nature of Unity Pro licensing, and it turns out that we’re going to need about $500 more than we originally thought, bringing our funding goal up to $2000. Still, we’re already more than halfway there, so keep those donations flowing!
It’s not all bad news, though! Primary modeling and texturing for the Mysterium presentation is now nearly complete. The engine is progressing nicely, and we’ve found a couple of great shader artists. The project advances every day, and as a bit of proof, here’s a video of the updated (entirely remodeled) K’veer, completed just last week: