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Jupiter Hell is a turn-based sci-fi roguelike/RPG with modern 3D graphics, by the creator of D**m, the Roguelike.
Jupiter Hell is a turn-based sci-fi roguelike/RPG with modern 3D graphics, by the creator of D**m, the Roguelike.
Jupiter Hell is a turn-based sci-fi roguelike/RPG with modern 3D graphics, by the creator of D**m, the Roguelike.
2,083 backers pledged £70,067 to help bring this project to life.

Jupiter Hell October Update

Posted by Darren Grey
21 likes

Firstly, some apologies are in order. We’ve been poor at communication these last few months. Though we’ve had regular tweets and Twitch streams, but have been neglecting proper updates on Kickstarter. We’re very sorry! We’re developers, not natural marketing people, but we shall try to do better.

We've also had some delays in the delivery schedule. The original plan stated an Early Access version by November. Development is going very steadily, but with some things taking longer than anticipated and some of the development schedule being rearranged. Our current plan is to shortly release our third pre-alpha to the Inner Circle, and then the alpha by the year end.

Further development updates:


  • Two new programmers have joined the team. Olgierd is working on rendering and resource management. Emil is working on the game’s audio engine.
  • We’re now integrating engine tools into the game which will make the Jupiter Hell more open to modding. This was originally planned to be done much later, but is far more effective if done at an early stage.
  • Physics in the game can been optimised, meaning it will perform much better on a wide variety of machines.
  • Shadows have been improved, and a new optional shadow algorithm will be available for stronger hardware (see comparison below).
  • Resource management has been added to the game.
  • We have a new sound engine ready for implementation, with Roland working on the soundtrack and audio samples.
  • New tilesets and enemies have been added.
Comparison of shadow modes
Comparison of shadow modes
 

Art

Ewa and Lukasz have been busy on the art side, including producing these lovely new concept pieces:

The 'Fat Guy' - currently being implemented in-game
The 'Fat Guy' - currently being implemented in-game
 
Concept art of the 'Summoner'
Concept art of the 'Summoner'

 

Events

Most of the team are currently in Poznan, Poland, for the Game Industry Conference. Kornel is talking there on ‘Modern C++ vs Writing Game Engines’.

In two weeks time Darren will be at the Roguelike Development Conference in Serbia. He’ll be giving presentations on ‘Why We Make Games’ and ‘Designing for the Meta-game’.
Jarinex, Paul Downs, and 19 more people like this update.

Comments

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    1. Victor Sergienko on October 9

      ‘Modern C++ vs Writing Game Engines’ - Modern C++ is clearly winning. I mean, is killing Writing Game Engines. Sigh.

    2. Victor Sergienko on October 9

      ‘Modern C++ vs Writing Game Engines’ - Modern C++ is clearly winning. I mean, is killing Writing Game Engines. Sigh.

    3. Edward Drummond
      Superbacker
      on October 9

      Aw man, the improvements and new art is fantastic! As Andrew said, take time and refine it to the glorious hell-scape you envisioned!

    4. Andrew Malcolm on October 8

      Better to take your time and get it right. Looks good!