Our biggest accomplishment is the game levels we've been building. Aside from fine details, the locations are 70% ready! We also took a new look at the visuals. We don't just aim for an ambient post-apocalyptic look, we try and give every level its individual taste, a little something to remember it by. In addition, we've been adding more chaos and destruction to make the environment look even more worn down. As a result, it isn't just selected corners that will attract players' attention, but whole locations, each of them featuring its unique style and atmosphere well within the general concept of the game.
Major and minor details also occupy our minds: we're delivering heaps of decals, level objects, vehicle models, objects of interest, and many other things for you to fiddle with. Fallout 4 is still a long way off if you look at the number of objects, but on our scale, there's a whole lot of them for every taste.
Character models. Now, most of them are ready, except Olga and Claire, and prepared for their rigs and a hair shader. In the meantime, our animators are prepping their mockups for the first cutscene shootings. We never got to use this technology in the previous episode, but now that there are people in the game, it's an absolute must for realistic movements and a cinematic picture. It'll be our first. To tell you the truth, we aren't entirely clear on what's it going to be like in the game, but we're very curious, and can't wait to see it all! Apart from that, the first facial gesture and lip sync validation is just around the corner. We want to capture and convey characters' emotions and match their lip movements to what they're actually saying.
The artists were constantly distracted by the secondary objectives, such as Kickstarter campaign, social media posts, and Steam page design. Nevertheless, they're trying their best, and in terms of game art completion, they're neck and neck with the modelers. 70% to 80% level concepts are ready. We have a ton of minor textures, such as holographic signs, banners, magazines, and books, ahead of us.
Base coding is completed. What we're doing now is polishing, bugfixing, and working on puzzles and mini-games. Gameplay creation feature is fully functional. Character controls are working smoothly. There are some perks, too. For instance, we copied one of Detroit features, where a character is kind of pulled and dragged into a doorway for an easier fit. Game saving feature is up and running. As you requested, we're introducing saving slots, where you can save your game manually at any point. Localization package has been delivered, and it's still to be tested. To top it off, basic QTEs are ready. They're waiting to be adjusted for the gameplay.
The content is by and large ready. Game logic, animations, and sound effects are still to catch up. To speed them up, we adjusted our work organization. Today we're preparing the first level of the game for closed beta testing, which will start on December, 17. Stay tuned! There's a lot more coming!
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