Daedalus – Sitrep #9

This week we’ve updated the basement level with AI and objectives, added a new quadcopter model and started developing exterior building tiles. Quadcopter Model Updated We’ve added one of the concepts Sam made into the game, and already things look significantly better! We are still nailing down how the final quadcopter will look, so expect to see more concepts soon. You can see a 3D view of the model here. Outdoor Environment I’ve started creating basic tiles for exterior structures. These will become more detailed and specific over time but it already allows for rapid prototyping… Read More

Daedalus – SitRep #8

It’s been an exciting week for us as we have two new team members on the project; Christopher Jack (programmer) and Samuel Smith (artist). With them we can now begin to up the ante on new content and visuals. As well as this we’ve rebuilt the quadcopter handling model and improved the basement level shown last week. Quadcopter Handling Tim has rebuilt the quadcopter to behave in a much more realistic manner, with more detailed and accurate physics forces being applied to it. The quadcopter now auto levels properly, making collisions easier to recover from. This… Read More

Daedalus – SitRep #4

We’ve been working on a varied set of tasks this last week, with the main additions being vehicles, environment art assets, as well as improved menu/HUD, new AI behaviors and Split Screen Co-op. Vehicles One new entity the player will be able to hack are vehicles. In the world of Daedalus most vehicles will be self driven, and as such can be hacked into and commandeered. This will prove to be a useful way of travelling large distances without attracting too much suspicion, or for creating diversions. We may also implement challenge modes that utilize these… Read More