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10/14/15

OMFG! new devblog 24! Re-Recreating FusionFall

I know swearing is not a good thing,but i did not saw this coming... anyways heres the whole thing!
(Btw i cant put this down here but im excited for everything! thanks for looking! -Plants10000)

    Hey everyone! It's time for another FusionFall Legacy development update! The whole team has been working really hard on the demo, and I thought I'd set aside a little time to show off what I've been up to for the past week. If you haven't already guessed from the title, we've decided to re-make the entire game world from the ground up. Yes, that's right. In order to make sure our game is as accurate and optimized as it can possibly be, we're reconstructing everything.

    One of the main reasons we did this was to ensure that the game world was optimized as much as it could possibly be. Older builds of FFL had trouble running on some lower end PCs, but the new game is running like a dream! Since we're rebuilding the world from the ground up, we had the chance to go back and fix some of the issues that have existed since this project first started ages ago! Made possible through some complex math and insider knowledge, we're happy to report that our game is now at a 1:1 scale with the original game. That means that the player, terrain, and world objects are the exact same size as they were in the original game! That also means that our movement values line up with theirs, leading to a more accurate game feel, and we couldn't be more excited to show everything off!

    Naturally, when you're recreating FusionFall, you've gotta start with the basics. In our case, that means next stop: Sector V! I've mostly taken over for Wilttilt when it comes to world building. (That means it's my job to make sure every house, tree, sprinkler, lawnmower, rock, and all of that are where they're supposed to be!) Obviously, most of Sector V remains largely unchanged from the original. That said, we've decided to shake it up and give the K.N.D. Training area a full makeover!


PART I - K.N.D. Training Area

             


    One of my main goals as creative director is to make sure that the map feels like a living, breathing world. The first step was turning the K.N.D. Training area into something that the K.N.D. would really use. You'll be able to find construction equipment lying around, (the area is still under construction, after all!) as well as various pipes, crates, and K.N.D. vehicles to jump around on as you traverse the course! I hear they've even got a shooting gallery over there!

    Unfortunately, not all is well. Fuse's forces are trying to infect the training area. You'll find a large terrafuser near the back of the training grounds, pumping out spawns and corrupting the land around it. You'll need to stay on your toes and take down those supercharged Ultramagno Beetles if you want a shot at saving the training grounds! Without someone like you at the front lines, who knows what will happen?



Oh, right. That's what will happen.

     The K.N.D. Training Area infected zone located in Sector V (Future) has been given a complete makeover as well! You may have noticed some slight changes to the infected zone in the demo trailer we released last month. While that was an early layout that we're no longer using, we were inspired to make sure that every infected zone had excellent level design and was fun to explore. This means we'll be changing up the layout of pretty much every infected zone in the final game. Some layouts, including Pokey Oaks Junior High, will stay largely unchanged.

    In the new K.N.D. Training Infected Zone, you'll need to venture inside and hop across treacherous pits filled with fusion matter in order to reach Fusion Numbuh Two's lair. We've created a fun obstacle course easy enough for beginners to complete with lots of places to explore for the more experienced players. Numbuh 1337, who tends to hang out around the infected zone, even has some races for players to complete. Will you be able to beat his time trials?

    While most work on Sector V (the past) is done, work on re-recreating Sector V (Future) has just begun. We needed to get the past area out of the way first so that the Future and Past could be consistent.


              



PART II - ALL THE LITTLE THINGS

     Moving along, we've been getting a lot of questions about the K.N.D. Treehouse platform, as we haven't really shown it off yet. While this new build of the game is currently missing a few key elements found on the treehouse platform (most notably the nano station and the ziplines,) we've created a handy chart showing what you'll be able to do and who you'll be able to meet when you visit the K.N.D. Treehouse in Sector V.


     We've made it our goal to ensure that every little detail from the original game is brought back to the best of our ability; even very minor details such as the movement of the satellites on the houses in Sector V or the glow of the Hero Square benches. We're determined to make sure our game feels just as polished as the original did.

           

           


Check out this player showing off her moves and sporting her mission cap! Don't forget, if you pre-register your character right now, you'll get your very own mission cap!


That's all we have for now, we can't wait to give you the full tour of our brand new Sector V. We'll be keeping you up-to-date on FusionFall Legacy Development more and more as the days progress.


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