- Jan 30, 2017
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((Copy-paste from our
Hey everyone, time for another weekly Crisis Point: Extinction development update! Like I mentioned last week, we won't have much to show off in the way of visuals for the rest of this month - a lot of the visuals were worked on in the first half of the update cycle, or just aren't interesting enough to warrant showing off in a post. That being said, we still got plenty done this week, and there is one nice visual treat to show off, so let's get started!
First off, as you can see up above, we have some new music coming to **:E! There are only 5 major areas in Crisis Point, 4 of which have been implemented in the game already - however, within each of those 5 areas, there might be some areas that are visually distinct from each other. In the Summit, for example, we have a mix of indoor and outdoor areas - in instances such as these, we plan to have the music in Crisis Point smoothly fade between variations of itself, much like you might've seen in other games. The song up above is the Indoors variation of the Summit theme; while the outdoors theme has lots of reverb and echoing sounds, the indoors theme pulls things in a bit closer with a more personal touch, introducing acoustic guitars and an overall more home-y vibe. I want to capitalize on that by making the interior areas of the Summit feel more lived-in at some point - after all, Rodriguez did say that something used to live there, it's just a matter of when we'll get time to update the art. In the meantime though, hope you enjoy the new music!
Next up is a shot of the starting area in Crisis Point - things look a little different though, as you can probably tell! The starting area in Crisis Point has had temporary artwork for as long as I can remember, and considering it's the first thing that players see when they start playing, it was in desperate need of an overhaul. To go along with the fancy new visuals, I also have an exciting announcement - some of you may know that Crisis Point wouldn't exist without the input of my girlfriend, who encouraged me to pick up work on adult projects again years back when I was struggling to make ends meet with other work. Suffice it to say, without her urging me on, this game wouldn't exist - and now, to make things even better, she's joined the team as a background artist! She'd never worked with pixel art until a week or two ago, when she decided to try learning it to see if she could help out with **:E's development, and being a talented artist already, she picked it up in no time at all. The new background art for the starting area, and some of the art seen in last week's camp update, was made by her, and she'll be working with us from now on under the alias of Puffernutter. **:E's future is looking brighter than ever with her on board, and I can't wait to see how the game looks when we finally reach the finish line!
That's about all of the super exciting stuff to show off this week, but rest assured we got more than that done. I spent the week finishing dialogue for this update and preparing for a new intro cutscene that gives better context for the start of Alicia's journey, as well as fixing bugs, and doing a MAJOR overhaul of one particularly unoptimized piece of my code. If anyone had lag issues in previous versions of Crisis Point, with any luck they'll be gone completely now - my unlocked framerate in the Summit (which was probably the most intensive area) more than doubled after these optimizations, so it should hopefully make a big difference on weaker machines.
One last thing I want to talk about before I go - as you may know, my plan at the moment is for this to be the last major update before Crisis Point finally gets a new public demo. Like I said a few weeks ago, the sheer size of this update may end up pushing it back into January, but I think the more likely thing is that I release an update this month and then a SMALL update in January, with minor updates and polish that couldn't quite make it for December. After I have everything I want for that public demo, I'm going to push to get it out as soon as possible, and then work on an HTML5 port of said public demo. This is going to be a HUGE undertaking, as HTML5 has completely different limitations and requirements compared to Windows and I've never worked with it before, so I want to warn you all ahead of time, it's possible that after this next update there might be an extended waiting period between updates. I don't want to push it back more than a month (3 months total between updates), so if I end up having more trouble than anticipated with the HTML5 port I'll just continue work on the main branch of **:E and tinker with the port in the meantime rather than pushing the next major update further and further back, but I just wanted to warn you all of this ahead of time. None of this will be happening until January at the earliest though, and naturally I'll keep you all up-to-date on progress as I work on it.
Alrighty, that's about enough outta me for this update! Thank you all so much for reading and for giving us so much support. It never ceases to amaze me how many of you are invested in this game and the work we do, and it's humbling that you've stuck by us even after all the troubles we've had. We're stronger now than we've ever been and it's all thanks to you, the people following and supporting Crisis Point. I'll see all of you beautiful people in the next update <3
-A42
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If you like what you see,
You must be registered to see the links
)Hey everyone, time for another weekly Crisis Point: Extinction development update! Like I mentioned last week, we won't have much to show off in the way of visuals for the rest of this month - a lot of the visuals were worked on in the first half of the update cycle, or just aren't interesting enough to warrant showing off in a post. That being said, we still got plenty done this week, and there is one nice visual treat to show off, so let's get started!
You must be registered to see the links
First off, as you can see up above, we have some new music coming to **:E! There are only 5 major areas in Crisis Point, 4 of which have been implemented in the game already - however, within each of those 5 areas, there might be some areas that are visually distinct from each other. In the Summit, for example, we have a mix of indoor and outdoor areas - in instances such as these, we plan to have the music in Crisis Point smoothly fade between variations of itself, much like you might've seen in other games. The song up above is the Indoors variation of the Summit theme; while the outdoors theme has lots of reverb and echoing sounds, the indoors theme pulls things in a bit closer with a more personal touch, introducing acoustic guitars and an overall more home-y vibe. I want to capitalize on that by making the interior areas of the Summit feel more lived-in at some point - after all, Rodriguez did say that something used to live there, it's just a matter of when we'll get time to update the art. In the meantime though, hope you enjoy the new music!

Next up is a shot of the starting area in Crisis Point - things look a little different though, as you can probably tell! The starting area in Crisis Point has had temporary artwork for as long as I can remember, and considering it's the first thing that players see when they start playing, it was in desperate need of an overhaul. To go along with the fancy new visuals, I also have an exciting announcement - some of you may know that Crisis Point wouldn't exist without the input of my girlfriend, who encouraged me to pick up work on adult projects again years back when I was struggling to make ends meet with other work. Suffice it to say, without her urging me on, this game wouldn't exist - and now, to make things even better, she's joined the team as a background artist! She'd never worked with pixel art until a week or two ago, when she decided to try learning it to see if she could help out with **:E's development, and being a talented artist already, she picked it up in no time at all. The new background art for the starting area, and some of the art seen in last week's camp update, was made by her, and she'll be working with us from now on under the alias of Puffernutter. **:E's future is looking brighter than ever with her on board, and I can't wait to see how the game looks when we finally reach the finish line!
That's about all of the super exciting stuff to show off this week, but rest assured we got more than that done. I spent the week finishing dialogue for this update and preparing for a new intro cutscene that gives better context for the start of Alicia's journey, as well as fixing bugs, and doing a MAJOR overhaul of one particularly unoptimized piece of my code. If anyone had lag issues in previous versions of Crisis Point, with any luck they'll be gone completely now - my unlocked framerate in the Summit (which was probably the most intensive area) more than doubled after these optimizations, so it should hopefully make a big difference on weaker machines.
One last thing I want to talk about before I go - as you may know, my plan at the moment is for this to be the last major update before Crisis Point finally gets a new public demo. Like I said a few weeks ago, the sheer size of this update may end up pushing it back into January, but I think the more likely thing is that I release an update this month and then a SMALL update in January, with minor updates and polish that couldn't quite make it for December. After I have everything I want for that public demo, I'm going to push to get it out as soon as possible, and then work on an HTML5 port of said public demo. This is going to be a HUGE undertaking, as HTML5 has completely different limitations and requirements compared to Windows and I've never worked with it before, so I want to warn you all ahead of time, it's possible that after this next update there might be an extended waiting period between updates. I don't want to push it back more than a month (3 months total between updates), so if I end up having more trouble than anticipated with the HTML5 port I'll just continue work on the main branch of **:E and tinker with the port in the meantime rather than pushing the next major update further and further back, but I just wanted to warn you all of this ahead of time. None of this will be happening until January at the earliest though, and naturally I'll keep you all up-to-date on progress as I work on it.
Alrighty, that's about enough outta me for this update! Thank you all so much for reading and for giving us so much support. It never ceases to amaze me how many of you are invested in this game and the work we do, and it's humbling that you've stuck by us even after all the troubles we've had. We're stronger now than we've ever been and it's all thanks to you, the people following and supporting Crisis Point. I'll see all of you beautiful people in the next update <3
-A42