Determinance screenshot

Archive for April, 2006

Screenshot

Wednesday, April 26th, 2006

We’re still trying to find some time to take a whole load of good screenshots, but here’s one in case anyone is dying to know what the game looks like right now (click for 1920×1200):

This picture shows Chase Stevens and Omroth locked in mortal combat, against the level “Confluence”. The moon in the background is unnamed. Hey Paul, maybe we should have a competition to name the moon in Determinance.

Anway, what else can I say about this picture… Well, people always want to know if you can fight underwater, and yes you can. I don’t think Chase is paying much attention in this shot because his sword isn’t at a very good angle to block Omroth’s attack. That’s the kind of stuff you’ll learn about flying sword-fighting when you buy Determinance: The World’s First Flying Sword-Fighting Simulator.

Ian

Facial animation

Tuesday, April 25th, 2006

I’m facially animating. I thought maybe you guys would like some free emoticons.

Go use them on the IGN forums.

Ian

A sneak preview

Tuesday, April 25th, 2006

Determinance’s recent surprise appearance at a LAN party provoked a variety of positive responses, none of which are particularly evident from the following grim images:

Everyone’s having fun on the inside.

Yay, games are cool.

Yay.

In all seriousness, the event was pretty darn exciting for us. Getting to see people playing and enjoying Determinance was a great taste of things to come after release.

For all those clamouring for media here is a little sneaky video (in MOV format – about 1.5mb) taken at the event which has come into our possession, so you can see the game in action properly for the first time in its semi-completed state.

Serious developments

Tuesday, April 25th, 2006

If Determinance were a weather-system, it would be an anticyclone approaching fast from the west.

Whilst this obviously doesn’t make any sense, we would like you to take this as meaning that we have a pretty major announcement about our game to come shortly.

In the meantime, here’s a fantastic behind-the-scenes look at the fervent activity which characterises the world’s hottest independent games company:

Here’s Ian, our lead designer, doing hard coding graft…actually testing something…

Ok look, here’s the problem we’re going to have – I’m just going to outline it right away: games development doesn’t really look particularly exciting. But don’t worry, there’s an obvious solution…

Oh yes, that’s right, images of a porcelain chicken. You cannot cope with this…

There is nothing you can do about the chicken now: it has reached a point of proximity.

The hellchicken is distractable only with a copy of PC Gamer, much like that dog thing in the first Harry Potter or something. Shut up.

This week, we discovered that through some subtle lighting tweaks, we were able to make our levels look significantly more dramatic. It’s nice to be able to add some things which can genuinely be considered “finishing touches” and plough merrily onwards towards.

We have continually promised new screenshots in our forums, only to wantonly disregard our assertions in favour of actual development. You will certainly be able to take a look at everything, new lighting and all, in due course, but we ask for your patience while we continue to actually make our game.