Category Archives: Progress

Eden Star Update #8

Hi everyone!

We’ve got a double post tonight! First, this weekly Eden Star update post, and in a few hours, a BIG ONE about our UI and HUD. So stay tuned!

Here’s some of what the team has been doing:

Development team:

  • Continuing work on some awesome multiplayer LAN tests
  • Testing Network and executable builds

Designers:

  • Further passes over the large-scale map, and populating it with more interesting features
  • Prototyping new LOD (Level of detail) systems for organic assets
  • White-boxing terrain features

Artists:

  • Producing amazing, inspirational concept pieces for environment types and features
  • Recreating our old MATA-Tool particle effects, but 200% more awesome
  • Making the first visual pass, in-engine, of our Construction UI (we will touch on this in our next update!)

Animators:

  • Refining movement anims, getting them to replicate across network
  • Further passes on wall-run and freerunning animations for 3rd-person

 

Eden Star Update #7

Hi everyone!

We hope you enjoyed Friday’s post, and it’s given you a thirst for more! We’re enjoying seeing things take shape, and getting a much clearer picture of what’s coming!

Here’s some of what the team has been doing in this week’s Eden Star update:

 

Development team:

  • Continuing work on the construction mechanic
  • Working on cross-network replication of movement

 

Designers

  • Continuing populating the world with the new assets
  • Populating the world with more breakable objects

Artists

  • Working on blockout meshes for trees and collision of those meshes
  • Creating low poly foliage
  • More work on weapons! Some incredible work coming out from our concept artists
  • More UI work. Deeper design and logic

Animators

  • Further passes on first and third-person movement including strafing and crouch-walking (ie. crab-walk. Woopwoopwoopwoop!)

 

Please bear in mind that everything we list in these updates is in still in development and  may be subject to change!

Eden Star Update #6

Hello again!

On Friday we broadcast our first Twitch stream, in which we played the UE3 Pre-Alpha Demo and chatted about Eden Star, where we’re going, what’s coming up, and a lot of bumbling geeky things! You can still see it here, and can subscribe to be notified when we do our next stream!

This week we have been mostly…

 

Development team:

  • Continuing planning the behaviour system for ground-based AI and starting to implement it
  • Working on the new construction system
  • Finished off first pass of the new mantle system
  • Organising in-world UI in a more clean, efficient way

Designers

  • Reworking gameplay design
  • Testing assets and processes

Artists

  • Designing the construction UI and refining the existing HUD
  • Weapon and interaction design, closing in on what we are aiming to implement for the first iteration. Importing silencers and parts in from North Korea to give the fans a truly authentic arms experience… (FBI Disclaimer: we are not, this was a joke)
  • Trees! Treeeeeees!
  • Implementing first pass assets and materials into a large new map
  • Painting details into the map including terrain types

Animators

  • Implementing more 3rd and 1st-person animations including mantling and smashing