- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
So the Germans got a new Recon uniform — where is the new US Recon uniform, you ask? Well, it’s on its way! Our model, Cpl. Joe Average, was a little bit delayed because he had to make his way around a German roadblock. Good thing he’s not afraid of going off-road!
The Wehrmacht is about to unveil its September 1939 men’s collection, and this year the focus is on simplicity of form, light fabrics and neutral colors. Here is a glimpse of what you will soon be seeing on the runway in Paris… unless the Allies can prevent it!
To penetrate and dissipate these (ingame) clouds of darkness, the general mind must be strengthened by education. – Thomas Jefferson
This time I’ll write a bit about our upcoming real-time volumetric cloud system. Unless something goes horribly wrong and the sky is falling down the new clouds should make an appearance in the Jefferson build.
About a year ago I wrote the code and shaders for the current cloud system, that uses sprites to render the clouds seen in the action game. At that point I was already pursuing various options for rendering clouds in a different way, that I wasn’t satisfied with the quality and performance I could achieve using sprites, but due to lack of time I had to let go of the research and use the sprite system.
We recently gave the Heads-Up Display (HUD) a major overhaul and we think it improved it tremendously, but all was not perfect and so based on your (very welcome) feedback, and our thoughts, feelings & sketches on napkins, we decided to do a few updates and some polish for the Jefferson build to make it even better.
In Irwin we took a step towards cleaning up the HUD by removing all the unnecessary clutter, which resulted in a cleaner & simpler HUD as you can see below.
In Jefferson we wanted to bring back some of the information we removed, but this time without it taking up half the screen, in addition we also wanted to add some new information that you long have been asking for.
Below is the same screenshot in the upcoming Jefferson build.
A behind the scenes animation timelapse (×12 speed) from sit pose to in game.
This time doing my contribution to the blog I fell in a nasty hole just before the goal line. With a week to go my machine decided to crash and the time for blogging was cut to a minimum.
Even with the strong head wind I decided to try and do another animation timelapse. The last one I did I really liked myself and got a lot of nice feedback. [Strong headwind is good for airplane take-off and landing, Ed.]
Now… exiting and entering airplanes is yet another task that I hadn’t had time for – and as I now have been officially bugged with it as well this is the one I chose.
I promise next time I will try and choose something different than an exit animation ;-)
Cheers – Reto.Colding
[woops typo in the title, sorry! Ed.]
We are constantly working on improving the game, one of the very visible things is when we update the look of weapons and vehicles and this time it was the weapons’ turn for a haircut, shave and manicure in the binary beauty parlor. – Reto.Robotron3000
Our (almost) tame intern Reto.Desji is currently raising a herd of binary horses that he then intends to hurt horribly. This is all very confusing to me, so I’ll let him try and talk himself out of problems with whatever Binary-Animals’ Rights Groups that might be reading along. – Reto.Robotron3000
Did you know that over 6 million horses were utilized by the armed forces in during world war 2?
In times of oil shortage, large horse caravans would transport supplies and most nations had not even phased out cavalry units in the beginning of the war.
With this in mind, I (graphics intern/office slave) was tasked by reto.Owleater [Art Director, Ed.] to make “dead horse and wagon” props that will be put into a new map currently being developed by the gentlemen [read: Level Designer, Ed.] duo Reto.Fleck and Reto.Ratamahat.