Posts Tagged ‘RPGM’

A year later

Welp, it’ s been quite a year… it might be time for an update 🙂

Lets start with the bad first: Bullet Crave and RPGM are both in the freezer, because as much as we love our pet projects, we think some other projects have a bigger chance at success.

The good news: we’ ve got new clients, new projects and a LOAD of work, and unfortunatly it’ s all under NDA, except Fortress Craft, and now comes the good news:

We have moved from our inhouse engines onto Unity, which means faster development, and more wasted CPU cycles. We might not be working at the bleeding edge of what a GPU can do anymore, but the team can now work faster and produce more content than before.

The reasons we moved to Unity:

Microsoft dropped XNA support. It was an awesome platform but without support from Microsoft it will probably die… so we moved on as most Indie Devs tend to do, instead of clinging to a potentially sinking ship.

 

Expect some new news around November. Untill then Govert will of course go to the yearly Blender Conference.

 

Have a nice day,

-Govert.

 

 

 

RPGM update: “it’s aliiiiive!”

Guessing a lot of people would like to see how it’s going here’s a screenshot:

First look at RPGM GUI

RPGM Alpha1

We’re working on implementing the combat and dungeon features. Lots of crazy stuff happening under the hood, but we’d rather show you what’s up and running.

Past week we tested our first fed-ex quest and chatting between players in taverns, also the dungeons GUI is now working.

The summer project went well, we had a whole team of people working on it and had great fun discussing and implementing. The project is now continuing on a “if you want and have time for it” basis, the team being busy with work and studying and thus having less time to dedicate to the game. But it’s not rare to have a few people coming to the offices at weekends to polish up code and implement features.

All in all we enjoyed making it, and we’ll be continuing development in our “free time”.