News

News and Progress Updates.

Moderators: Grey, ravenger7, adept

Postby brady » Fri Sep 15, 2006 2:40 pm

:twisted:
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The team is coming together

Postby adept » Tue Sep 19, 2006 8:24 am

The music and sound talent is shaping up. Andrew Sega (http://en.wikipedia.org/wiki/Andrew_Sega) may be reprising his role as the genius behind the music. We're also talking with various concept artists and should have them pinned down within a week or so. I'll keep you posted.
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New art talent

Postby adept » Thu Sep 21, 2006 8:37 am

Koshime has agreed to work with us. His work is pretty amazing. Check it out here:
http://www.koshime.com
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Programming team info

Postby adept » Thu Sep 21, 2006 8:43 am

So far we have the following programmers who have agreed to contribute:
flaimfirestar
pestelense
zacronos
brady

Yay!
I'm team building this month. We'll start working on interface mockups In October/November. It's looking like programming will be getting under way in earnest come January.
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Postby adept » Wed Oct 04, 2006 7:09 pm

We've got music, programming, writing and concept art taken care of (in terms of people on task). All we need to nail down is the engine. If we can get the Infinity engine locked down we'll be all set. We can always revert to Torque if need be. Looks like things are going to turn out just fine.

I'll have a more up to date contributor list soon.

Yeehaw!
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Postby adept » Wed Oct 18, 2006 9:45 am

The wheels of industry continue to turn. Just building up the team. Be patient. We're not going to start serious dev until Spring.
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Postby adept » Thu Oct 26, 2006 3:38 pm

Eureka! We found the source code! Hopefully we'll be able to answer some long wondered questions.

The first fruits of this can be found in Karynax's post in the Hints and Tips section regarding crashing encodes.
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New game patches

Postby adept » Sat Nov 04, 2006 1:26 pm

Karynax's code efforts have born fruit. See the forum downloads for patches. Many interesting changes!
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Postby Dario-Scheider » Sun Nov 12, 2006 9:29 pm

:o MINUTES AGO, I BEEN DOWNLOADED NEW PATCHES.. NOW I WILL TRY IT.. (sorry 4 my english.. im argentine) ... BYE PEOPLE!!!
"
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Postby Elwin » Sat Dec 16, 2006 3:32 pm

"If we can get the Infinity engine locked down we'll be all set. We can always revert to Torque if need be".

Any updates on that?
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Postby adept » Sat Dec 16, 2006 8:11 pm

I have every confidence that the Infinity Shareware level SDK will make it out sometime in 2007, but the msg boards over there don't give me any indication when. In an effort to get some traction on the game I think we're going to move forward with Torque as a prototype. We can always migrate to Infinity or some other engine should the opportunity present itself. I think we should be able to implement and playtest a fair amount of game play without needing a sexy renderer. ...and I think we'd all agree some progress now is better than no progress at all.

BTW, Andrew is talking about working on the main theme after Christmas, but he doesnt think it will take but a couple of days to put something respectable together. I'm also working with Koshime regarding the Ironseed concept work. Apparently telling him, "A long featureless granite slab", is not terribly inspiring, so I'm working on more details that will help fill this description in.

I'll post the theme and the ship art as soon as we have them. Stay tuned.
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Postby Valorsoul » Mon Dec 18, 2006 10:32 am

Totally looking forward to this. Glad the talent is on board and awaiting the Infinity engine. Lock n' load!
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Postby paradiddle » Sat Feb 17, 2007 3:57 pm

Very quiet around here lately. Let's see some action :) Any news Adept?
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Postby adept » Sun Feb 18, 2007 2:58 pm

Schmendrick and I have been talking a lot about what we're calling 'game micros'. Rather than mini-games which are small but fully fledged games within games, the micro concept is game-like but is not necessarily a whole game. We are applying this philosophy to each of the ship interface designs. Once we are done with this process we should be in a strong position to start coding them.

I'll post more when we're closer to closing on this round of dev/design.
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Postby adept » Tue Feb 27, 2007 7:23 am

There has been a flurry of activity lately in the Developer Forum regarding the research interface, ship design, time management, and other game design related topics. This bodes well for the new Ironseed. If we can nail down how the new crew encode manager works I think we'll be all set.

Andrew Sega let me know yesterday that we can probably expect the first track today or tomorrow (which probably means it'll be done by the end of next week ;)). I can't complain. Free is free. We as a community owe him a great debt for contributing to this new project. He is a very busy game developer, and a very talented musician. His time is very valuable, and we thank him for it.
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