Jump to content
  • Advertisement

BIZARRE Sprint 31 plus Sprint 32



Sorry, we're late. We had to keep the house!

Sprint 30 and Sprint 31 is done and we managed a lot.

The preparations for the new Gameplay Video are almost finished.

For example, we textured a lot of objects for Clearwater's home, but also for his grown-up world-outside.

We modelled and textured tons of furniture, books, trees and stuff. The game environment gets bigger and bigger.
Houses get built, streets arise, a city is developing.

Furthermore, we improved Clearwater's video sequence animations. We did this in several steps. We split the tests in three phases. The first, second and the last revision (still open).

We roughly tested Clearwater's appearance, movement and behavior in the first phase,
we improved and refined all video relevant animations more precisely during the second one,
but in the last revision, planned for Sprint 32, we want to check all vertices, all envelopes, all angles and bones in the closest view possible.

All sequences must look perfectly for the new Gameplay Video.

Okay. What else?
We shot a cool full-body 4k pic of Clearwater.

I continued writing the book BIZARRE Episode I. Really!

I wrote all bizarre dreams unless one. I mean, dream no. 13 implicates the end of the story and is already known, for me.

Dream no. 12 is still unwritten. Hopefully, I finish writing the book until New Year's Day! After the completion of the book, I'll read it again.

In case I still like what I have written, the book gets edited. I'll publish the book asap and only in German, unfortunately. At least for now.

When the book is published, all #WORDSproductions team members will read it to decide which parts of the book get realized in the game.

Our plans for the current Sprint 32:

  • We want to texture all unfinished objects inside and outside Clearwater's apartment, i.e. the kitchen objects, the park objects, etc.
  • I want to continue writing the book BIZARRE Episode I, dream no. 12 and 13 hopefully
  • We want to work on Clearwater's shooting-behavior till perfection
  • We want to perfect Clearwater's video sequence animations in the last revision phase, we want to perfect Clearwater's appearance
  • We want to model more decorative objects for the apartement till completion

It is indeed possible that the new Gameplay Video gets published this year, but sure, we can't promise anything, cuz Bugs are after us, u know!

That's it. Enjoy the Christmas time (by playing insanely video games!)


Sprint 31.png


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • What is your GameDev Story?

    In 2019 we are celebrating 20 years of GameDev.net! Share your GameDev Story with us.

    (You must login to your GameDev.net account.)

  • Blog Entries

  • Similar Content

    • By Brain
      Someone should call health and safety and let them know about the many violations caused by this bot.
    • By intenscia
      mod.io is an open platform for hosting mods created by the team behind ModDB.com and IndieDB.com. It can be integrated in-game using the  REST API, C/C++ SDK or engine plugins (if available) Unity is ready and Unreal Engine is in development.
      Features include:
      Platform agnostic (support 1 click mod installs on Steam, Epic Games Store, Discord, GOG, itch.io and even consoles in the future) Clientless (mod.io has no other dependencies and works behind the scenes in your game) Embeddable web app UI, so you can integrate your mod community anywhere Powerful search, filtering and tagging of mods Moderation and reporting systems built-in Steps to getting mod.io integrated:
      Add your game to our test environment or production Read our API documentation for an overview of how mod.io works Choose an Engine Plugin, API or SDK to integrate mod.io into your game and mod making tools Ready to launch? Add your game to our production environment then let's discuss promoting your release Need help? Our team is available on Discord to assist and our getting started guide has more information for you Benefits of using mod.io:
      mod.io offers the same core functionality as Steamworks Workshop (1 click mod installs in-game), plus mod hosting, moderation and all of the critical pieces needed. Where we differ is our approach to modding and the flexibility a REST API offers. For example: 
      Our API is not dependent on a client or SDK, allowing you to run mod.io in many places such as your homepage and launchers Designing a good mod browsing UI is hard, our plugins ship with a UI built in to save you a lot of effort and help your mods stand out We don’t apply rules globally, so if you want to enable patronage, sales or other experimental features, reach out to discuss Our platform is built by the super experienced ModDB.com team and is continually improving for your benefit Your community can consume the mod.io API to build modding fan sites or discord bots if they want Large studios and publishers:
      A private white label option is available to license, if you want a fully featured mod-platform that you can control and host in-house. Contact us to discuss.
      Find out more:
      Visit mod.io | About us | Add your game | Chat on Discord
      These screenshots are from our Unity plugin:

    • By pele90
      Hi guys,
      what are options regarding replicating actors to only one one client in Unreal Engine 4.
      For example, let's say we have a dedicated server and two clients. One client has objective to kill some actor. That actor is spawned on server and should be only visible and interactable to the client with the objective. 
      The first way that i know of, is to set bOnlyReleventToOwner flag to true and set actor's owner to PlayerController.
      Another way is to override IsNetRelevantFor method in replicated Actor and use some flag to tell for which client we want to replicate actor.
      Any other options??
      I hope you can understand my question. 
      Thanks in advanced.
    • By Cloooouuuud
      STORY : I'm 40 years old, thinking about going back into programming after 20 years... I already did some C++ but I don't know the new stuffs C++14,17,20 etc.. I always wanted to learn 3d graphics and it's my passion compared other kind of programming who seem boring to me..but I'm a bit afraid to go study full time C++ and DirectX or OpenGL to become a 3d graphics programmer after I have read the horror story in the game industry, it doesn't seem like a solid career choice and the pay seem low for the difficulty ratio.
      I was wondering if C# with Unity wouldn't be a better choice ? try to make a small game of my own and try to sell it and if it doesn't work, I still have my C# for normal programming job like WebDev etc. The things is I can study 10-15hrs a day for like 3 years, but it take a long time to learn C++ and DirectX when its native + the math etc... So what you guys recommend, because I'm starting to see some beautiful looking game made with Unity on Youtube, could be lot easier to create something managed etc and cross-platform too. I know how studio and AAA games are made I have no Illusion I know you can't make Call of Duty or the next Final Fantasy alone so you have to make a smaller game. Here is a few questions  that I have, if you can help me out, it would be greatly appreciated, sorry for my english I'm french from Quebec :
      1) How hard and how long does it take to develop 1 of the best 3d engine like CryEngine, Unreal, Frostbite etc and how much % of it, 1 person alone can do on his own these days ? Would it be possible for Carmack to code one today and compete or these days it's impossible alone ? or a beginner to create a 3d room with a character moving around like a shooter to show as a portfolio (in native) ?
      2) Do you consider 3d graphics programming in C++ with Opengl, Directx etc to be harder than more "normal" programming like Webdev with JS or C#, Java etc ? Do you think it require more programming skill because its native, or it's not true anymore since there is complexity in others programming fields ?
      3) Do you feel that C++ today is becoming slowly bloated or trying to be too much compared others more modern language like C#, Javascript etc ? Would you go as far as saying C++ is obsolete today or more of a niche language for games and advanced system programming (Photoshop, Word, Windows etc) ?
      4) Do you guys know how large is the gap between Crysis and Unreal engine compared to Unity with C# in term of performance for making good 3d indie games today ? Let's say we make a good 3d game with Unity and C# will it be slow on Smartphone ?
    • By Brain
      The storage tank is built of two materials, an outer layer that is a refractive glass, which has reflections of the scene on it, and an internal material that flows and oozes like the pool below it, as if its having fluid pumped through it.

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!