Snapshot Games Sofia is Born
The last couple of months have been very busy. It has mainly been a process setting up our studio - Snapshot Games Sofia - and planning the project. Here is a quick summary of what has been happening:
- I have been working with Snapshot Games first two full time employees - Sergey and Stoiko - both wizard programmers.
- From the beginning of July I will be joined by our lead artist, Bobby, and character modeller, Martin (you can see some of his work here http://mnikoloff.com/ ).
- Sergey has been reworking our entire server/client multiplayer infrastructure.
- Stoiko is currently working with me on upgrades to the game interface - and he is also an ace linux programmer, so we will get the linux client working shortly
- We are still recruiting for full time positions, but we also have a number of freelance contributors ready for action too - including our previous stalwarts Daemon and Jason. I expect the team will be up to full speed in July.
- Some time in the beginning of the July we will update the current prototype. It will have the new client/server code (which you won't notice) and some interface upgrades - and a working Linux version is planned. It will remain a publicly available prototype for now.
- I have been working with Allen Stroud to develop the backstory of the game, and we will soon be producing some nice concept art to show you the world of Limbo and the fractured worlds and the Vortex that holds them all together.
- Backer forums for Gods and Demigods are established, with some amazing stories being developed by our god/goddess backers.
- T-shirts will be going out soon - I have had to wait for some credit card issues to be solved, but I am submitting the orders to the manufacturer this week.
- In July you will start to see a lot more on the art side as we model and animate the creatures and wizards
Interface Upgrades WIP
A lot of our initial programming work has focussed on building a solid infrastructure for multiplayer games with lots of networky malarky involved. Sadly, it's not a very visible thing to show you, but we have also been working on upgrading the interface. Here are a couple of screenshots to show work in progress. The main change is that you now set a movement destination, with movement arrow displayed, and then you confirm the move. Why this change? It allows you to see very quickly which targets can be attacked following a move, because the targets and the attack percentages are updated instantly you click with the mouse anywhere in the movement zone (in the current prototype you have to move then undo the move just to check the possibilities). Also, out with the ugly circles and in with the neat hexes.
Flying creatures get a special flying arrow. Notice that attack percentages are only shown for targets that can be attacked from the movement destination. This display will be updated with 'attack lines' drawn from the movement destination to the possible targets (which is most helpful with ranged combat creatures).
There are sure to be some enhancements and developments over the next couple of weeks and you should be able to play with the results at the beginning of July.