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Author Topic: One year of ShattenReyze - a look back and ahead  (Read 17845 times)
abstauber
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« on: September 10, 2009, 09:11:23 AM »

Hi!
Happy birthday, ShattenReyze... Smiley

Well, to be honest, I've uploaded the first screen shots on 2008/08/05.
So after more than one year, it's a good time to drop some lines about was has happend and what's going to happen.

This is the very first screenshot:


After releasing the teaser and more screenshots, you have joined this project Wink
Speaking of the coreteam until June 09, we are:

the humble writer of these lines: Keeping the project together, code, additional graphics
Sebastian: Story, Music and translation in a distant future Wink
Ben: Animations
Kastchey: Backgrounds

With this grown project team, the game has gathered a wireframe-model of the story, a cool GUI-design, lots of revised animations and some backgrounds. Also the teaser is now playable and much more interesting - although it has not been re-released to the public.


So let's take a look at the room now:


You might guess, what I want to say with this:
it has developed, but not as much as I initially thought. Still it's totally alright, since we all have private lives and therefore our time is limited. So what's next? Longer development cycle, than DukeNukem 4ever?


As I had to learn, people from their departments like to actually stick to their departments, so reinforcements are desperately needed. Also I'm getting the feeling that I totally overload Sebastian, who is very limited on time due to his stay in Madrid.

Thus here is the new crowd *tush*

David - Music
Helme - Puzzles (and quality control Wink )
{to be announced} - Art



I'd like to split the art department into Nimbus and Real world, now that simply applying photoshop effects to the real world background is not an option anymore.
That'll mean, that kastchey keeps up the great work on creating the real world, whereas the to be announced artist dives into the Nimbus.

By the way, it seems like David (Yachmal/Funkmast) is a very quite member, but quite doesn't mean unproductive. You'll find his work on the FTP (and hopefully someday on the board as well Wink )



The next thing, I'd like to talk about is the story. Well (hopefully these are no shocking news), I'd like to tighten it up a lot. Currently it's featuring religion, music, relationship and a pinch of roadmovie. So I've come to the decision, that ditching the religion, is essential for a clean story design. (I'm also getting some story consultung at the moment Smiley )
More about this later on in the story sub-board. And since the interest in the story from other departments is marginal, I'd like to switch the language to german (again).
We're now three german speaking story tellers and the posts from Ben and Kastchey are around zero (which is fine btw.), so I suppose this step won't hurt anyone Wink



I'm very confident that with our grown team and this new actions, we're going to keep on making this high-quality title. Our concepts are really fun (extended Loom-GUI, GuitarHero mini-game, 2 playable character in 2 worlds) and the atmosphere and immersion are already pretty cool.

Let's do this guys  Cool
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Ben304
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« Reply #1 on: September 11, 2009, 12:42:35 AM »

We've done a fair bit, but we still have a long way to go, it is true.

I feel that, at least speaking for myself, we're in another little lull, but I am confident things will pick up again on the project soon  Wink

And yeah, I really should learn to speak your language  Grin
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abstauber
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« Reply #2 on: September 11, 2009, 07:50:34 AM »

My egocentric explaination for this would be: that's always happening after my vacation Wink  (though you've been quite productive, while I've been gone)

Well, but I think, we're on a good course right now. Nimbus physics are fixed, the story is on track again (I still have to write about this) and the global scripting is done. So from now on it's just: follow the story and make a great game Cheesy



btw. this one is really nice language trainer Wink
http://www.rosettastone.co.uk/
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Creyze Shattbot
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« Reply #3 on: September 14, 2009, 11:15:26 AM »

Okay, so I am theoretically able to devote lots of time to the project, because finding a job in Madrid is not exactly the sweetest piece of cake (20% unemployment, WTF?) - I just need to get a working internet connection finally, so we can do the story part via Skype, possibly including Helme for puzzles.

Just so you know. And some days ago, I have also finally bought a desk!
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abstauber
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« Reply #4 on: September 14, 2009, 05:59:53 PM »

Hey! It's good to have you back Cheesy I almost thought, that I'd have to wait that year, until you'll remind yourself at your geeky side Wink

Well, that unemployment rate is really a shame. I'll keep my fingers pressed, that you'll eventually find something suitable!
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