Friday, 14 February 2014

Status Update

Lots to report today, although nothing in the way of imagery unfortunately.

The combat engine framework is now completely operational! From here, it's just a matter of adding on the bits and pieces.

I can fight enemies, destroy them, and return to the overworld to hunt for some more. I even managed to code in the experience from defeating enemies!

Thursday, 6 February 2014

Status Update

Progress trucks along.

As I wade my way through the animations, I've started implementing them in the actual game. Below, I've linked a short video to give you your firsthand look at what the game is shaping up to be.

the animations are still somewhat buggy, but that's being ironed out over time.


Tuesday, 4 February 2014

Status Update






So, production chugs away on the Capstone release. So much has been cut, it's a shadow of it's former self...

Anyways, currently the project is in the Animation phase. Getting all the animations and cycles done for Emily this week.

Below,  you can see the key pose for her Combat Idle cycle.


Tuesday, 28 January 2014

Status Update

Development is underway, and here's some screenshots of the placeholder textures on Emily.



Tuesday, 14 January 2014

Milestone Update: Primary Modelling Phase Complete

Nothing beats the feeling of having a wide-spreading plan finally start coming together visually!

The primary modelling phase (barring tweaks here and there) is now complete, and the project now moves on into the texturing phase. (As you can see, some work has already been done in that department)

You finally get to meet the 3D incarnation of Emily! Check out the pictures below!





Sunday, 12 January 2014

Post-Holidays Status Update

So, Christmas holidays are over and done with, and production has geared up into cruising speed.

The blockout is done, and now detailed assets are starting their slow trickle into the game. Coding is always ongoing, and only certain pre-existing assets are textured (such as the trees and grass).

Here's the current milestone list for each stage of development:

Modelling: January 16
Textures: January 28
Rigging: January 30
Animation: February 7
Final Lighting: February 9
Engine Development: February 27
Audio: March 2
Capstone Final: March 25




Monday, 25 November 2013

Airsoft: Puzzle Warfare release!

Hi everybody!

While production goes strong on the main project, Soul Balance, Solaris Studios' side-project is now available for download!

http://rapidshare.com/share/118F8A0165A3CF616097EC740D0524E6

To install, simply extract the ZIP file somewhere and run the SWF. Make sure to keep the folder structure intact, as the game needs the images and sound folders!

Also, you might need to upgrade to Flash Player 11.7 to run this game.

Airsoft: Puzzle Warfare is a flash-based game where you must complete three puzzles, each more difficult than the last. Race against the clock to complete all three puzzles and get the highest score you can!