News Archive
Accomplishments:
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- 05/08/08: Website- new screenshots added
- 04/24/08: Release Candidate 1- incorporated feedback
- 03/31/08: UI- redesigned in-game information displays
- 03/20/08: Levels- redid final two levels
- 03/01/08: RPG System- fixed bugs
- 02/26/08: UI- redid in-game display
- 01/20/08: Levels- added 5 new large levels to increase game time
- 12/20/07: RPG System- added special powers to clones
- 11/27/07: Engine- made fully compatible with Windows Vista
- 10/30/07: Release Candidate 2- prepared and distributed for testing
- 10/01/07: Release Candidate 1- completed.
- 08/30/07: RPG System- redone to emphasize 4 primary customizable skills.
- 08/10/07: Beta Test- build released for testing.
- 03/05/07: Website- redesigned.
- 02/14/07: Sound Propagation- New pathing system integrates with levels' cell and portal structure allowing for realistic volume pathing.
- 02/01/07: Cameras- feature allows designers to script in-game third-person sequences.
- 01/23/07: Level Editor- Version 3.0 launched.
- 12/22/06: Model animation work migrated to GPU.
- 11/15/06: RPG System- completely overhauled to focus on action skills.
- 11/03/06: Animation- characters re-rigged and polished.
- 10/30/06: UI- implemented in-game wide-screen display.
- 09/05/06: Physics- implemented Jakobsen-style verlet constraint system for particles, ropes, cloth.
- 08/05/06: Alpha Test- build released for testing.
- 07/21/06: AI improved- navgrids, A-star pathing, and NPC aggression to
accommodate new player ability to temporarily place force fields.
- 06/22/06: UI- added main menus.
- 06/04/06: AI improved- randomization and multiple navigation grids.
- 05/31/06: Weapons- preliminary varied weapons added.
- 04/26/06: Physics- improved capsule collisions.
- 03/16/06: Engine upgraded- new cell & portal system integrated to
dramatically improve fps performance.
- 02/17/06: New AI- sophisticated algorithms emulate natural behavior based
on designed character aggressiveness.
- 01/26/06: Art!- Art assets and models added, replacing our functional but
campy programmer art.
- 10/21/05: Engine upgraded- Moveable entities not only dynamically generate
shadows from multiple light sources but also now receive shadows.
- 10/07/05: RPG System- Elements and fundamental interactions defined.
- 09/21/05: AI improved- A-star routing refined and considers multiple
vertical layers. Better offensive decision making.
- 09/20/05: Website launched.
- 02/01/05: Full-time design and engine work begins on Ancient Galaxy.