Hello everyone,
Todays update includes a change to production and updates on some of the content we've worked on since we came back from vacation at the end of January.
[h1]Episode 2 release change[/h1]
We decided to delay Episode 2 to release alongside Episode 3 to keep production quality high.
We will however release the levels in the beta branch as they are completed starting with the completion of E2M6 so those of you who have been looking forward to Episode 2 can have an early preview.
The reason for delaying Episode 2 is due to the nature of being a small team and the dynamic demands that come with having only 1 person who creates all the art in the game. Workflow and overall quality are much higher when we can streamline processes to avoid shifting our focus unnecessarily (e.g. working on levels, then changing disciplines to character development, then gameplay logic/scripting, then to weapons, then back to levels) as there is often a prolonged lapse of time between these changes which disrupts workflow and affects the flow and satisfaction of the gameplay.
We want to be as transparent about our plan as possible, so going forward this is our plan for the order of completing things in the game:
[olist]
[*] Finish the environment art for all 3 episodes
[*] Finish up the remaining enemies, models, textures, vfx etc
[*] Finish enemy animations
[*] Finish weapon animations and vfx
[*] Polish level scripting/events with finished AI
[*] balance the game, near final optimisation
[*] Release Episode 2 and 3 as a big update, get feedback and tweak, bug fixes etc
[*] Retail release.
[/olist]
[h1]Molding Expectations[/h1]
Retchid is a game we love making, more than any other game any team member has worked on (between everyone on the team we've worked on over 20 games over 25 years).
We wanted to make a game that doesn't hold your hand, promotes and rewards exploring via interesting non-linear level design, as well as an interpretive story where it's up to the player to figure out what's going on in the game. Going forward this will basically be From Beneath Software's style.
No waypoints, no map, no NPCs telling you how to solve puzzles before you get to the puzzle, non-linear worlds, challenging combat, no quick saving (you save by using a terminal at any time like Dead Space/Resident Evil) so you can save scum your way through the game.
We are passionate about our games and we make them because we love them - and we want to translate our passion into new and exciting games for people like us. That drives us and makes us happy.
[h1]Art Update[/h1]
Levels E2M4 and E2M5 have a somewhat shared mining theme, E2M4 being the mining complex that houses things like employee living, admin, repair bays, and E2M5 being the actual mines. We'll show these levels a bit later.
The props that were made for these levels are a bucket loader and a dump truck, along with a remote controlled heavy jack hammer and various smaller props like a generator and some hand tools.
The idea is that they are AI/remote controlled, although there has been rumors of some of the loaders going a bit haywire due to the extreme coldness on Titan.
[img]{STEAM_CLAN_IMAGE}/38717905/f2d1b12f571015ebeb80e4dac479448fe8e3d0ee.jpg[/img]
[h1]Level Design[/h1]
In February the environment art began for E2M6 - Lazarus Labs. It was built specifically to research and learn about the ancient Morsgoroth Temple at the back of the Labs (E2M7).
Only a handful of top employees know about the Labs which has a secret entrance via the mines in E2M5.
E2M6 is one of the bigger levels with a non-linear flow throughout the level, you can access various areas from different routes. 1/3 of the level is completely optional and is somewhat of a secret.
E2M3, E2M6, and E3M3 were the first levels we built to a somewhat final stage a few years ago. They basically set the standard for what we wanted to do the with the gameplay, level design, and aesthetics for the entire game.
[img]{STEAM_CLAN_IMAGE}/38717905/c0e30b09e90fc3c9732f11eefe297510c6dbf932.jpg[/img]
[img]{STEAM_CLAN_IMAGE}/38717905/296a31e95f524967d5ee98cf871ff25891364ac8.jpg[/img]
[img]{STEAM_CLAN_IMAGE}/38717905/fae7faa0ece96f757001181b21c57cb457df1c26.jpg[/img]
[img]{STEAM_CLAN_IMAGE}/38717905/f9263fd105fa90fbbd3ba95b7801e9cee68594ed.jpg[/img]
[img]{STEAM_CLAN_IMAGE}/38717905/e346d89ccf186ec395ad5645156cb08bd39f4bf7.jpg[/img]
Thanks for reading, stay tuned for our next development update.
-FBS Team