We decided to put our focus more on the survival features again. We’ve been talking a lot about lightening Proven Lands up a bit and about your feedback as well - and we’ve made some decisions. We slowed down a bit in order to expand our view after months of working towards an early demo and that Kickstarter. Furthermore we will release in 2015 (TBA). Yep, we will be at a number of conferences next year (hello press!) too. In addition there will be regular video updates from a certain point on with actual in-game stuff because it’s cool. WILL MY DRM FREE STONEHEARTH MULTIPLAYER WITH STEAM PLUSIn the end, we are still a tiny team of 3 guys plus a few freelancers, here and there. We'll see how it goes, due to our team size and because Proven Lands isn’t Minecraft nor Blockscape or EverQuest Next, obviously. WILL MY DRM FREE STONEHEARTH MULTIPLAYER WITH STEAM CODEWe also found time to code a new voxel engine. Let's just say, Proven Lands isn’t about axes and crashed spaceships anymore. We hope it's okay if we don't throw them at you in an unpolished state. For the moment we'd like to keep it to us - hoping that it’s rather unique. Back to the roots: procedurality, science-fiction and survival mechanics with a few RPG elements. So we took the time to think over and to polish the game design. After seeing so many survival games released this year (and so many of them failing) there came a point where we started to rethink the stuff we’re doing. 2D was interesting for a moment, but we quickly returned to Proven Lands. So, yeah, we learned one or two things before we finally made it.įurthermore we started exploring the idea of a 2D sci-fi survival game. But it wasn’t all bad - we got some surprisingly positive feedback from bigger guys as well and made some friends. You got to watch out for the creepers out there, that’s for sure. We’ve met some publishers and refused bigger and some bloody bold offers along the way. Your support really helped us reach this point. Thanks to all who have stood by us as we took some wobbly steps. Looking back to where we started one year ago, it became quite a journey of its own. So congratulation thesetales.Īfter months of negotiations and struggle, we finally made it. Since my last coverage of Proven Lands it seems the developer has found a publisher to help fund development of the game. So as soon as I’ve fixed a few major issues and when it looks cool, I’ll throw in in-game screens and video updates. Looking back at the failures of StarForge (5/10 on Steam), I always felt like we only need a voxel engine to show manipulation (digging, mining), damage (combat) or unforeseen events (meteor crash?) - but not for the purpose of house building. However, right at this moment you can already run around, dig, destroy, build stuff (without trying to be Blockscape or EverQuest Next, obviously), pick up or place things. We have a view distance of 16 km at an altitude of 20 m now, which is important to me – I’d like to give us all the feeling of being lost on a planet. For instance, today I added the new flying islands with grass and trees. Prior to that on drones and a few other things.Īt the same time I do some magic on the voxel engine. We’ve been working on the flora and alien houses lately. We build concept stripes like those below - for the 3D artists. Jeffrey and I are constantly working on the concepts. Despite the tiny team and the indie glory, it’s a company that has to pay taxes and all that. WILL MY DRM FREE STONEHEARTH MULTIPLAYER WITH STEAM UPDATEAfter the announcement from yesterday about Proven Lands being funded the games developer also has a new update on the games website with more information.Īfter the first excitement about the investment settled down, the paperwork roles in.
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