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News Index: [ LATEST ] [ Jan 07-Dec 07 ]
[ Sep 06-Dec 06 ] [ Mar 06-Aug 06 ]
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The Final Push
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7th August 2006
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Well, that's done. After weeks of working up to 100 hours a week(!!!), the freelance work is behind us
and we're back on deck. We've amassed enough plunder to stave off a mutiny and are now dedicated full time
to completing Buccaneer. The multiplayer game is now working well, with some minor bugs that need ironing out,
as well as adjustments to the various ship classes required, but we're not far off. Excitement is growing in
the studio - so watch this space.
As for anyone who has already posted on our forums expressing an interest in Beta testing, fear not...
we know who you all are and will be contacting everyone when the time is right. Apologies for not responding
promptly to everyone, as we are so snowed under with the actual game building and testing, that the website is
often overlooked - a situation we shall be addressing from now on.
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Treasure Hunting
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25th July 2006
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Bit of an update for everyone wondering why things have gone a little quiet on the Buccaneer front of late.
Harv and I are having to do a spot of freelance work to keep milk in the fridge and teabags in the caddy,
so have had to put Buccaneer down briefly, with the art side now complete. Fear not though, the code side is
steaming ahead with improvements being made to both graphics and gameplay and we will be posting some new
screens very soon.
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Single Player Level Building Complete
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6th July 2006
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Yes, that's right - we've finished building all the levels. We've planted thousands of trees,
constructed hundreds of destructible buildings, coded sounds and special effects and hand sculpted
100 square kilometers of terrain. A few drams of finest rum may well be quoffed at a local tavern
of choice this evening in celebration. We've included a sneak peek at some of the levels if you
click on this link ...see if you can guess at the objective
for each one. The front end is also complete and we're currently testing and refining elements of
the multiplayer game. As soon as we're happy that the game is ready for review, we'll be commencing our
Beta Testing. So if you're interested in being part of it, make yourself known on the forums and we'll
take you on board. Gaarrrrr!!!!
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Where Be Willy?
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7th June 2006
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Final level building on our first level (Where Be Willy?) is nearly done. Demo day fast approaching.
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Developer Snapshot
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30th May 2006
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For the benefit of those visitors who haven't come via the Garage Games website, we've posted a link here
to our newly posted - Developer Snapshot.
The feedback so far has been extremely positive to the overall look and feel of the game - which is great news for us as we've sat
so close to the project for so long that we have Buccaneer "tunnel vision" and it's refreshing to get a different
perspective on how others are viewing the game.
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New Screenshots
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26th May 2006
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Now that the game has moved on graphically, we have updated all the screens on the Screenshots Page to
give a more accurate representation of the current look of the game. All these shots have been taken in game and give a fair indication as to how the
final game will look.
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Teaser Trailer
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23rd May 2006
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With the water now in, we've decided to offer a glimpse of a Buccaneer: The Pursuit of Infamy teaser trailer. The file is a
Quicktime Movie, approximately 25mb in size and is available here. To watch the trailer, either click on this link -
Stream to watch the movie in your browser window, or
right click on this link - Download and select "Save Target As" to
download the file to your computer.
You will need Quicktime 7 installed to view the movie, which can be downloaded FREE from this link.
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Reflective Water
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22nd May 2006
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Yes it's been a long wait, but we finally have reflective water in the game.
We've included a link here to an actual in-game screenshot and combined with the new trees and improved lighting,
we think the difference is quite profound. Over the course of the next week we will be adding some more functionality (such as enemy ship AI) and updating
our screenshot page. All in all pretty good news and just that little bit closer to "Demo Day".
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Trees, Trees, Trees
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16th May 2006
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With level building almost complete, we're now decorating the levels with trees... thousands of them!
Hundreds of thousands of them! So many in fact that Harv is seeing them in his dreams. Which serves him right,
as we don't have time for sleep. The front end has also received a revamping and is now looking pretty sweet
(if we do say so ourselves), as well as having most of the functionality in place.
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Game Rename
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21st April 2006
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Yes, as some of you may have noticed, the game has been renamed slightly from its working title of Buccaneer
and now appears as Buccaneer: The Pursuit of Infamy. Bit more of a mouthful, but the logo looks better for sure.
;-)
The game design has also developed and we are currently working on a single player campaign - the first few levels of which
will soon be available as a Demo on our Downloads page. Our expected release date for the full game will be in the summer
of this year (slight delay after the loss of the server), but we're hoping the demo will be available as early as the end of May.
Once a primitive (beta) demo is available we will be actively looking for game testers to provide feedback for us, so keep an
eye on the forums as we will have a dedicated beta forum springing up shortly.
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Highs and Lows
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28th March 2006
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Well, some mixed news this week. On a positive note we have our forum up and running. We may need to alter colours
and so forth to make it fit in with the rest of the site... but functionality is the important bit and that's in. Now we just
need to get some traffic travelling through it. Also on a positive note we are experimenting with the Torque Shader Engine
(currently just using Torque Game Engine 1.4) and have a very primitive shot here of what the game may look like if we
can implement it:- Shader Screenshot.
Obviously it will be fantastic if we can get our game to work properly using this engine (especially as the game has so much
water in it) but it is far too early to predict at this point. Watch this space. :-)
On a blacker note... Bruce is dead. Yes, our server "Bruce" died on us this morning and we have lost some valuable work.
But after initial tears were shed and colourful language used we now have our new server up and are repairing the damage.
The server is dead... long live the server.
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Website Launched
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21st March 2006
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This is our first News posting, as we've decided it's probably time we went live and revealed the website for
general viewing. Currently it is still under construction (as you will see if you rove about), but the majority of
our time has to be dedicated to the important bit... the game itself. So please be patient, the website will be
fleshed out over the following weeks. If you would like to ask any questions about the game, feel free to post
in our forums.
The game has now been in development since late 2005 and is scheduled for release in Q2 2006. Initially it
will be PC only, with the game downloadable directly from our site. Time permitting, however, we hope to also
release the game on other formats.
We've posted some early screens on our Screenshots page, where you
can get a feel for how the game will look. All these screens have been grabbed in-game and those showing the
ship trailing wake are typical "player view". Players will be able to move the camera independently to their ship,
giving them a full 360 degree view of their surroundings. And yes... those are seagulls flying about the islands.
You can find out more about how the game plays and what the aim of the game is on the Infamy page.
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News Index: [ LATEST ] [ Jan 07-Dec 07 ]
[ Sep 06-Dec 06 ] [ Mar 06-Aug 06 ]
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