We've been away from the blog for a short while but very busy
on the game! The engine is back together after some changes to compute shaders, geometry
shaders, culling techniques and batched drawing. Harold has coded his fingers down to nubs!
Much of the objects created over the last few months have been uploaded into the engine
and are being tested, with excellent results.
In addition to these changes, he's almost done with an orthographic
mode which will allow the group to greatly improve the production of tile assets as well
as create the possibility of using the engine for small 2D games. Harold has made some
initial passes at grass tile, with... uh... results. *Sigh* Coders trying to be artists!
Ryan has officially started work on an item editor for the
game, which will modify the background data involved in making the world of Fall of Atom
come alive, such as item weight, basic cost, condition, offensive stats, defensive stats,
and a whole slew of data making sure the object is generated only in appropriate places
in the game. "Why is this rocket launcher in a shoebox next to a teddy bear and weather
In discussion for some time, we are now seeking one or more
2D digital artists for our group! We are looking for people who are passionate about
making computer art, mainly for GUI screen skins, such as those displayed in our very
first blog post! These GUI graphics will be used in-game and on the website. Other artistry
will be needed as well, such as portrait drawings and general texture work. Please see
our side page for a full position description.
Finally, we've published a Developer's Timeline that we are
holding ourselves to. It can be found here. Our goal is to push these deadlines ahead
and never back!
More to come!