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TIGSource ForumsCommunityDevLogsThe Masterplan - Now on steam Early Access
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MekaSkull
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« Reply #20 on: April 19, 2014, 11:42:29 AM »

Another shot from inside the store.

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leo
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« Reply #21 on: April 25, 2014, 08:41:57 AM »

I recorded a short overview of the current level edit / creation workflow.

Would love to hear feedback about the workflow and if you have some tips to share as well!



« Last Edit: April 26, 2014, 06:39:42 AM by leo » Logged

jiri
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« Reply #22 on: May 02, 2014, 11:01:08 AM »

More videos!



New in-game footage showcasing the game's new visual style, and a brand new demo level.

Would love to hear your thoughts!
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« Reply #23 on: May 02, 2014, 01:47:09 PM »

Experimenting with comic shading. Breaking the shadow edges with a height map.


This looks really great.
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« Reply #24 on: May 02, 2014, 03:44:00 PM »

liked the game. keep on this videos, even if I'm not using the same tech. but I like to watch dev logs !
 one thing about the shadow, why not the characters shadows get affected by the light movement ?
I know it is just a halo, but it can get some distortion to emulate the effect. GL !

m;
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jiri
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« Reply #25 on: May 02, 2014, 06:16:20 PM »

Thanks!

Moving the character and object shadows based on nearby light sources is actually on the todo list - just didn't make the cut for this video...

Will definitely post an update once we get it in!
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MekaSkull
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« Reply #26 on: May 07, 2014, 07:29:32 AM »

Today we've been experimenting with blood. We want dying to be gruesome and nasty and you might not want to see it happen, especially to your own guys.

Here's the elements we're going to use.


It will be slower in game, as shown in this mockup:
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« Reply #27 on: May 08, 2014, 09:16:05 AM »

We've been working on dancing, errhm, steering behaviors for our characters.

Initially the characters had pretty severe problems navigating paths when someone was standing over a waypoint that was on their plan, like:


and:


Currently navigating a crowded path works reasonably well, although I think that we'll get to fine tune the steering and navigation code many times to come.
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MekaSkull
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« Reply #28 on: June 19, 2014, 01:15:48 AM »

New trailer to go along with steam greenlight.
Greenlight trailer
You can help us out by voting and sharing your comments and ideas.
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Rebusmind
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« Reply #29 on: June 19, 2014, 02:13:24 AM »

Cool project, I especially like the art style. You've got my vote. Smiley
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« Reply #30 on: June 19, 2014, 02:22:13 AM »

super cool.
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« Reply #31 on: June 20, 2014, 05:05:28 AM »

This looks super cool! Love the art style and game concept, can't wait to see it released. Voted on Greenlight, I wish you all the best!

Btw, what dev platform are you using? Is it your own engine or Unity or some other engine?

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« Reply #32 on: June 20, 2014, 06:02:26 AM »

wow looks awesome.
a big yes vote from me to you guys on greenlight.
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jiri
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« Reply #33 on: June 22, 2014, 11:31:46 PM »

Btw, what dev platform are you using? Is it your own engine or Unity or some other engine?

Hey! We're using Haxe and OpenFL, with a ton of our own code.
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Xtra Mile
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« Reply #34 on: June 23, 2014, 12:28:23 AM »

Game looks great. Looking forward to seeing the release!
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jiri
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« Reply #35 on: June 25, 2014, 12:42:06 PM »

Super excited to tell you that The Masterplan was just Greenlit on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=270375424!

Huge thanks to everyone who supported us. Thank you!
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« Reply #36 on: June 25, 2014, 01:29:59 PM »

Super excited to tell you that The Masterplan was just Greenlit on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=270375424!

Huge thanks to everyone who supported us. Thank you!
Congrats!
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« Reply #37 on: June 27, 2014, 04:20:58 PM »

Was reading the Greenlight retrospective on your blog, what's the time frame for the Early Access release?
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« Reply #38 on: June 27, 2014, 04:24:17 PM »

"Summer" Wink

Seriously though, we are aiming to have the game available on early access within the next 2-3 months.
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MekaSkull
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« Reply #39 on: September 15, 2014, 09:57:34 AM »

The game is now on steam early access.
We're keeping a close eye on the forums for feedback and comments.
Happy to answer any questions here too  Gomez

Early access
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