We’ve been scrambling for the past few days to get our third dev-blog video ready, as well as all our PAX preparations. This video one shows a bit more of the gameplay, as well as some multiplayer split screen goodness. We’re making an announcement in the video as well, but you’ll have to watch the video for that. :)
Also, come check us out at the Penny Arcade Expo! You can try out Scrap Metal, and we’ll have some cool swag to give away as well. Look for booth #3106 (directly across from the PAX10 stand)
It’s been a while since our last update, but that’s solely because we’re trying to get the game done! With a two man team, you have to pick your battles, and try to do everything as efficiently as possible. However, some things just take a lot of time, and the only way to get it done is just by doing the work. And that’s what we’ve been doing the last 4 months! (As well as sitting on the beach a few days, it’s been very hot here in Vancouver, BC).
We’re still going strong with Scrap Metal; We’ve got all the major systems working, we’ve got multiplayer working, we’ve got most of the single player game. We’re going to be making a few more tracks, and then it’s all about polishing the missions and cars.
The rendering technology we built seems to be holding up quite nicely, and we’ll be making a video about this next. This video should be released before PAX, where we’ll share a stand with our good friends Klei Entertainment. If you’re going to PAX, come check us out! We’ve got some awesome merchandise to give away.
Anyway, I wanted to share with you this one thing I put in the game last night. I thought it was kinda cool. I’m not sure yet if we’ll put it in the actual game, but since it’s pretty damn cool, there’s a good chance it will! I present to you: Anaglyph rendering! So to make this work you need some Red-Cyan glasses (Red over the left eye, cyan over the right). There’s tons of types available here, just make sure you get red-cyan ones!
Welcome back followers of the fearsome! It’s been a while since the last Tech post, so it’s about time I wrote some stuff down again. Lately I’ve been working mostly on porting the engine to PS4, as well as keeping the DirectX and OpenGL versions up to date. Not really something that is super interesting […]