Started some videos for the Getting started Playlist for the Skyline Game Engine.
As a contribute to the development of the Skyline Game Engine we have been discussing updating our series videos now that the 2nd generation of the engine has enough features to begin to prototype game mechanics even though not all of the features have been ported from the first iteration of the engine as of yet and we have been waiting for some of the features to return we think its a good place to start and get people interested in game development a starting place.
The difference in this indie engine and the AAA engines out there is that it is royalty free and this is a big draw for indie developers meaning that there is a one off free to buy the engine and you do not have to give a large share of your profits when your selling your end game to the engine creators.
While development of the game engine is quite slow and porting of the features from the olid version is going at a snails pace that is slower than we expected this means that our start date has been pushed back from summer to probably later this year, this is before the engine we have chosen is able to create a playable game.
Saying this we are developing scripts for game mechanics but we are hindered by the gui system needing a good looking at before its fully functional.
We are very limited at the moment to what can be done in the game engine as we believed that it was able to create games because it came out of beta earlier this year.
We are in the 3rd year of waiting for this engine and even though it’s more stable and prettier than it ever has been but the fact of the matter is that it had many more features in the 1st generation of the engine than it does now. To the point that the ocean system has been taken away and now have to use water planes that are basically crap compared to the odd system.
We are hoping to get at least one of our projects started with this engine but it all depends on when features start to get ported over as these features are why we chose and paid for the engine in the first place.
Now that the eco painter has been released for the game engine (beta release) it seems that we can make some pretty scenes for our games and projects we are still testing and prototyping at the moment so nothing new to see..
We wanted to show people how good the Skyline Game Engine actually is and have decided to put together a series of tutorials after the next major update has been pushed to the public branch.
We own the Pro Studio Version of the development software and basically in our opinion it is the best and easiest to use out of all of the indie development suites that we have tried/owned.
We actively support the development of the Skyline Game Engine or SGE as its known in the community and have done for around 3 years since I stumbled upon it through a google search for indie game engiens.
We feel that this little gem does not get enough publication nor advertisement, so many developers or gamer’s interested in making there own game simply do not know of its existence but we aim to show how easy it is to create game mechanics and put together a few different game styles for people to base there games off or to help them gain some insight of how powerful the development platform actually is.
We are looking forward to getting to work on these videos and to help people in there dreams of making there own game that can be played by your friends or sold.
Great news for us here is that the developers of the engine that we are using are recreating the vegetation eco system, this means that we will soon be able to start designing our levels and scenes.
With this news we are gearing up our modelling pipeline and getting some placeholder assets made that will be updated to a cleaner, more aesthetically pleasing asset(s) in the future, we are doing this so that we can start working on our projects and get the story written and produced and so that we can iron out any bugs sooner and just replace the assets within the game at a later date.
We think this workflow will be better for us in the long run as we will be able to hit the grey phase of development on levels faster.
Starting to collect the 3D scan data so that we can photo realistic assets and materials for our games and projects, this is a difficult and costly in time as the British weather rarely gives you the right conditions to be able to get out there with the equipment so we have a keen eye out of the window and jump at every chance we get.
Once we have a sizeable library of 3D scan data we will then set about converting it to usable data for game development.
Anyhow, below is a couple of examples of 3D scan data that we have collected that will be used in upcoming projects.
So development has been slow with the recent snow and weather in general but we have decided to put this update out there.
Where we are exactly is very very early in development but we are getting there in the terms of ideas and prototyping and seeing what works and what does not fit in with our ideas of what we want from the final product
The image below gives a clear idea of what phase of development we are at.
With that said on the other side of our plans we have done a lot of work behind the scenes with our website and web services.
Staff Portal, Portal for future use for testers and a bug tracker, not to mention forum and all that goes with it for future use.
We have project management tools for freelancers and staff to use so in effect it has been a productive month so far on the business side of things but not in terms of game development.
Videos and video splash screens
We have finished the splash screen for our company to be displayed in game when it first loads and have a few others in the pipeline..
Cut scenes are something we are wanting to do to complement the game and can only help with the story line.
So you can be up to date with what features and to report bugs for projects that we have active at the moment we have supplied you with a bug tracker/feature list/road map that can be accessed via our main menu on the website.
This is so you know what phase of development we are at on any given moment of development and what improvements we have going on our websites and for our sister companies.
We have added a forum for the general public to communicate with us and for future use when we get to the public testing stages of our projects.
We have also created a private portal so that our partners and employees can keep up to date with the project management on our projects, pass files and privately chat and have a record of these chats in a format other than email.