Our Kickstarter just finished without reaching the funding goal. I want to thank all backers for their pledges. The money pledged will stay in your accounts, because the credit cards will not be charged.
Updates on the future of Project Stealth will come in the next few days.
Our rapid-prototype programmer Morten has been working hard on implementing a lot of cool things in Unreal Engine 4. Some features that took weeks to make in UDK are now only taking days or hours so that's a great accelerator to our development.
We're presenting the first early gameplay teaser from Asylum. This is all still very early work-in-progress and hasn't been polished yet. If you enjoy it, please share this page with your friends. We are still looking for backers.
We're always looking for small changes to make the core gameplay of Project Stealth better. For Spies, we want to stimulate non-lethal options when they haven't been detected yet. Also we want to give them better ways to handle Mercenaries who are feeling "too safe". This can happen when a Mercenary has positioned himself in a way where he is hard to take out by an Adhesive Camera and when he is hard to grab without being alerted (by standing in a corner near a door that is protected by a laser grid).
To counter camping Mercenaries who are sniping, we've come up with the following idea: lasers turn off when a Mercenary is in close proximity. This means a Mercenary who is sniping, and thus has a part of this vision blocked by the scope, will not be safe anymore. An example (please excuse the poor Paint skills):
The blue dot is the Spy. The red laser on the left makes it impossible to get to the Merc's back without alerting him. However, in the new situation, the laser has turned off, so the Spy is able to get to the Merc's back.
Of course, Spies can also choose to sneak past lasers by just following a Mercenary at close range. This can lead to more successful neckgrabs and better diversions. This should give stealthy Spies a more rewarding experience.
The following video shows the raw concept of it in a pre-alpha state in Unreal Engine 4. It doesn't include the sniping of the Mercenary yet. We hope you like this simple but effective idea. Please comment with your thoughts!
We're back to show you new content in Unreal Engine 4. Have you ever tried to escape from a Merc by using a smoke grenade, but you were still sniped? No more! Our new smoke is really dense and impossible to see through. Programmer Morten demonstrates this enhanced effect in the following video. Please leave your comments and share our Kickstarter!
For the people who do not have access to a creditcard, please have a look at the following post at the DoubleFine forums. They have found a way to back Kickstarters even if you do not have a creditcard. Please give it a try. http://www.doublefine.com/forums/viewthread/5981 (we do not know what happens when we do not get funded, so use at your own risk)
As you may know, we've decided to switch from UDK to Unreal Engine 4 at the beginning of the year. This meant we have to re-program the game from scratch, but luckily it also gives us a lot more powerful tools to make a relative smooth transition.
Programmer Morten has been experimenting with the new engine for a while. We will release some of his early prototype videos at a regular interval to show the progress in the programming department.
We're kicking off with a showcase of chaff, passive security (lasers), hacking an objective and basic HUD interfaces. Enjoy!
We're looking forward to your comments. Please spread the word about the Kickstarter. Only with your help we can make the best stealth-action game :-)