Update 2 - 2014/05/25The
Kickstarter campaign for Twin Souls is planned for the
12th of June. That's a really difficult month, with all game news sites covering the E3 (9th-12th) and the Steam Summer Sale probably happening in late June/July; but if we get closer to August then people is out on vacations and the KS could probably fail, so it's a rough choice. For the moment we'll stick to June, and if something goes wrong we'll try to launch before August.
To help plan for the next few weeks we made some space at the office and built a post-it planning board following SCRUM Agile methodologies. At the moment it has helped tremendously for organizing the team and knowing what's everybody doing.
About the
Kickstarter campaign. The campaign draft is finished and we just lack some gameplay footage and the Kickstarter video to send the campaign for review. The team is hard at work editing the camera shots for the video, the audio composers (TwoFeathers) are already working on the video music, and we already ordered some of the KS rewards (3D printed figurine and
T-Shirt some of them) to review them.
Game development is not forgotten. Edu is reviewing the physic colliders for the whole prop library and improving the character controller; meanwhile, Pere and Ciro are working on player and enemy animations.
I spent the last few days working on an
'x-ray' shader for marking enemies. In Path of Shadows, the player could stay still in the shadows to see every enemy around. That mechanic pushes the player to play slowly and stop every few meters, so we wanted to redesign it. In Twin Souls we are using a 'mark' mechanic similar to the one used in Crysis or the latest Splinter Cell and Metal Gear Solid: when you see an enemy you can point at him and 'mark' him, so from now on you can see his whereabouts. In opposition to the Path of Shadows approach, this implementation forces the player to cautiously explore the surroundings, probably find some high ground, and then survey the scenario, aiding to the feeling of being the 'predator'.
Now, something more 'flashy'.. here's a first look at the concept art for our basic
'Alliance' grunts:
And here's a first look at the in-game
3D model while I tested the 'x-ray' shader!
Let's see if next time I can show you stuff related to AI or even the 3D pipeline in Unity3D