Without pain, without sacrifice, we would have nothing. Hello Everyone! Today is May 11th, early morning. Its nice out and a little cold still, just a few days before its going to get hot, and stay hot. So today is a good day for work. We have been working hard, but there has been very few screenshots or videos posted. This is because what we are working on is more internal, optimizations, as well as preparing for the next steps. Currently, all the games mechanics are there and we are not putting a thick coat of polish on it and shining it to a glossy finish. The frames are back at 60fps, thats if I'm not recording, so take my word for it. Its running better than before, and hopefully it will run even better still. We have isolated a few issues that are hogging the CPU and we are experimenting with a few ways to combat this. Remember that theres at most 500 Dross running around any one level. They all need to be controlled and know where theyre supposed to be going and so on. There has been some changes done to the art in the game. But, most of the art thats being created is for the next step, which is the full game. So I havent shown any of it. Just know things are going well art wise and I feel that im improving still, as i go along. Here is a preview of whats getting done. Ive also, and as of this writing, havent, started doing commentary for my walkthroughs. So I plan once this is written to sit down and record. I have been trying to create the O SHT moments in the game. The level has a curve, a flow. This leads to a climax, level wise. Each level. Its pretty cool how its come along so well. An example of this is how theres full control over the camera. You, the player, can zoom in really close and see all the little details ive incorperated into the art. Then, zoom way out and as it just gets a little hard to see, the minimap will pop up. you can rotate a full 360 degrees. This all works in normal speed or slow motion. Anyways, If the player loses track of the bug count, which i am constantly doing First theres the freeze. Then theres the disbelief. then theres the rapid scramble. This is fun to watch too. Testers are suddenly completely surrounded by hundreds of Bugs, this is where the true gameplay is. Another good example is how slow motion isnt doled out it little amounts. You can technically play the entire level in slow motion. There is no excuse, essentially, where you cannot beat the level. It requires a good squad with a good loadout, careful planning, and quick decisions. However, It does not require deft hands or fast reflexes. We are exploring themes like death in games, and the balance of the Self. This is a game about your soldiers, your team. But also about the Dross, and the world they live in. Honestly, I just want to say thank you to those who read this. We get around 1k views per article i write, however I dont know who Is looking forward to the game, or just passing by. I do not expect great hype over this game which hasnt really been played by many people and isnt even out yet. But we think we are onto something good. We hope you think so too! Comments are appreciated! Alex
Hello Everyone! We are at Build #10 of the Demo! Theres lots of little fixes along the way but, dare i say, the demo is complete!! iOS Demo build needs Air2+ ipad if you have one
Its been a long road but for all purposes, our demo is done! There are no bug, no issues. Everything that needed to be fixed is fixed. Everything thats needed to be done, is done. Theres currently 10 levels. 10 Weapons. You complete a level, and you get a new weapon. You collect currency from exploring the level and completing missions. With this currency you purchase better gear. As you get Currency and gear, the difficulty increases. The Max amount of bugs allowed in level are 500, and it runs on the hardware at 30 frames with 500 bugs running around. However, completing the 10 levels of the demo will give around 200 bugs. So theres potentially 25 levels to hit the cap if i don’t lower the difficulty curve. I plan to lower the curve tho and have many more levels! Completing one level unlocks a branching path where you can either quickly travel the game, or collect every Credit along the way and complete every level. This allows the player no keep progressing and not get stuck anywhere. We plan to remove the cheat button from clear view, but maybe still keep it if theres issues with getting stuck or having to replay levels after a reset. All in all things are really good and I am happy. Happy with progress, happy with everything. Its been a long road but I can say that yes, our demo is done. And yes, we are on track Expect more soon!
I have started a conversation with “team derelict” but am not used to this new site yet, is this how you send a pm and if not how please
And with that, it was done. Its been a bumpy road, but we have arrived at our destination. Thank you to my friends, and family. Everyone who has supported me and my dream. I would also like to thank all the watchers, followers, etc who have been so patient these years. So, honestly I am not sure how long it will take to be processed. I am not sure when It will be available other than ASAP. I will keep everyone informed as best I can! Here is the final Trailer for the game: Thank you again to all those testers who has watched the game develop. Enjoy playing the game before everyone else! heh Dereliction will be available on iOS soon, and on PC Steam, hopefully right after! If there are and comments you may have, let me know below!