Text

Why?

I’m sorry to admit that I haven’t been updating this Tumblr as much as I should. Though don’t worry. This post will contain any screenshots you missed:

Thanks for reading!

- J. H. Langley, Rouge Lead Developer, Level Designer

Text

Chalkboards… YES!
Many games have found intricate methods of teaching the player the controls of the game. We wanted to do the same whilst avoiding copious amounts amounts of scripting - or as a matter of fact any .fpi scripting at all. Whilst originally the chalkboards purpose was purely aesthetic; we gathered feedback that it would make more sense to have something written on it. And so was born a chalkboard with a crude battle-plan on it and some graffiti. Though this was visually appealing, and gave a sense of detail to the game that we strive for, we quickly came up with the idea that these boards should teach the player. Thus, the need for .fpi scripting was eliminated. However, now we were tasked with ensuring the player grasped what he needed to do from the boards. So we wrote a simple message and highlighted it in red to show importance. We have not ran this through play-testers however we will when the pre-alpha beta is released!

Why is This Important to Me?     

A good question! This is not nearly as important as some of the things we could have put up; though we thought we should tell everyone how we overcame a common obstacle among game designers. Anyway, onto the all important screenshots!

Yay! Visual Stimulation… Yeah:

Photobucket
Photobucket
Thanks for reading guys and gals! 

- J. H. Langley, Rouge Lead Developer, Level Designer

Text

What’s New?
The game has moved on leaps and bounds within the past few days, new shadows (previously existent but unused), new consistent level design, a new way to tutor the player through the first level. Everything is coming along swimmingly. 

Consistent Level Design:
For those of you who read ‘consistent level design’ and thought about what it entails as well as whether is is a real phrase in level design or other practices; I can tell you with great re-assurance that I have no clue whether I not I made up the phrase! Anyway, consistent level design means that each place the player visits in the level must be and is justified. For instance, if you want to teach the player the all important crouch manoeuvre it would be ridiculous to have a regular hallway with pipes crossing though it. That wouldn’t make sense nor justify it’s purpose. An example of how we solved this was by blocking off the ‘correct’ route and forcing the player through a maintenance room obstructed with pipes the player has to crouch under. Thus justifying the pipe’s location. 

Screenshots:
Some new screenshots from Rouge for you to stare at intently.

Photobucket
Photobucket


Photobucket

Thanks for reading!

- J. H. Langley, Rouge Lead Developer, Level Designer

Text

After much deliberation, we saw it best to re-create the existing levels with improved visuals, and on the whole more custom media. With this update comes the brilliant idea that: ‘everything MUST be bump-mapped with a shader! Anyway, here are some progress screens of the update thus far:

Text

An Overview:

Since the formation of ThoughtWire Software, we did very little for a long period of time. Partially due to laziness… However in the recent months progress has picked up with the production of our first WIP game (being built with the FPS Creator X10 engine) Rouge. Prior to this another game was attempted however due to file corruption was cancelled.  

Rouge:

Rouge is a dark humoured, horror FPS game taking place within the subconscious of an - ‘out of service’ - SS Honour Guard: Edward Goering. You play as he struggles to escape and come to terms with his sins.  

Now for some WIP screenshots:

           Thanks for reading! 

              More updates coming soon!

Text

Today marks the start of yet another Tumblr page. Whoo!