I'm Skarik from
EpicHouse Studios LLC, a small and extremely poor game development studio that started as a joke and quickly grew into a non-joke. We have this game thing we call AFTER.
AFTER
A.F.T.E.R. is open world fantasy RPG that takes place in a randomly generated world. It will incorporate action adventure, city-building, and dungeon crawling elements. Borderlands 2, Skyrim, and Terraria were massive inspirations for this game.
We made it through Greenlight in 2014.We're planning six playable races for the first release. The world generation's math is based more by looking at Legend of Zelda games than real-life maps, since we think it helps with remembering areas and improves gameplay layout. The world is to be filled with towns and eventually cities filled with NPCs that you can talk to, evidenced by the "Press [E] to Greet" caught in the GIF below.
The game will probably be free.
HOW ABOUT SOME ACTUAL DEVLOG NONSENSE
I am the engine programmer and the main artist. I have done about 90% of the work on this project so far with only moral support. It sometimes can be tiring.
I'm very tired from the work sprint over the last few days. For some reference, when we were supposed to start recording content on Thursday for the video, it was discovered that the terrain would not work with walls higher than 2 feet (0.61 m, 1 block), freeze when trying to move more than 300 or so miles (483 km, ~800000 blocks), and generate incorrect normals and vertical surfaces. These were all one-line fixes, and very frustrating to find. By 1AM the next morning all of the issues, and all the terrain and biome content seen in the video was both created and recorded over the next two hours.
The next morning, after 4 hours of sleep, I got the actual first draft recording, which included NPCs and Komodos. I hadn't recorded NPCs and Komodos. I wanted to record NPCs and Komodos, but there was kind of a problem.
Most of the systems were not compatible with the new terrain system.THINGS THAT WORKED WITH NEW SYSTEM
- Zones.SampleBlock
- NPC::Manager->SpawnNPC
- NPC::NPCBase->Unstuck
| --- | THINGS THAT CAUSED MEMORY ERRORS
- NPC::Manager->Anything not SpawnNPC
- NPC::Spawner->SpawnFauna
- NPC::Komodo->Unstuck
- World::Events->Update (spawns NPCs
- World::Weather->Update (for some reason the event system uses this)
- World::WindSimulator->Update (weather system uses this)
- World::havokWindVolume->Update (Wind simulator makes these)
|
I fixed
all of these for the new terrain system over five hours on Friday, recorded more content, and continued to panic and throw fits until the video content was finished that Friday night.
GOOD FOR YOU. WHAT NEXT?
Before we create our Kickstarter in May, we got a fair amount of work ahead of us.
First off, one of the main issues is the
speed of the engine. On my laptop (granted, it is an integrated graphics card) I can only squeeze out about 10 frames a second. Part of it is from some phantom object taking up 30ms every other frame in LateUpdate, but the other part is just the sheer amount of triangles rendered is too much for my poor little card to handle.
Of course, once that's taken care of, I'm
focusing more on the AI and NPC scripting. Lua integration will be skyrocketing in how much one can do with it, the cutscene system should be able to handle in-line lua (pretty easy), and the
facial morph+voice acting keyframing tool will finally be getting some love.
I'll be forced to do
more animation and artwork when working on the combat, of course, but I've been getting steadily better at it. Pretty stoked to get at it again.
Stuff I don't need to worry about but I do is
the writing. We're doing some bad and hammy
voice acting on the April 20-26 week, and we have a small but fairly ranged cast. One girl can do both a manly woman and the maddening moe-desu-desu voice. Unfortunately, I have no idea how much is actually written. The short skits the guy has written before have been tragically comedic (sad because his life is the same), so I'm looking forward to it.
Thanks for reading. We could use some love, but even if you hate us, please comment on how much you hate this project!
Your hate fuels our love!