Just for YOU: A Little Bit of Work In Progress FOOTAGE!!
It stands to reason that the one thing you're DYING to see more than anything else is some more in-game progress footage. Now, we have serious reservations about revealing anything too early... As not everyone is going to judge "Work In Progress" as what it is. And this leads to misunderstanding, sometimes even anger, and that's how wars start. :)
BUT in the spirit of this campaign and the fantastic dedication, faith and impeccable judgement being demonstrated by you our fantastic FANS and BACKERS, we really felt duty-bound to do something. We want to give you all a further small sniff and taste of the current state of progress. And so, we cautiously present... A "Work In Progress” sneaky peek of the construction of Bleak City (City B)!
We're working our way around the original "Blood on the Rooftops" track, as a test-bed for prototyping and developing the game. It involves designing and building the level geometry, working out the ped tech, testing handling, collision shape mods, physics stuff, PUp ideas, etc. etc... Basically, this prototyping process enables us to write the WHOLE GAME, and have fun while we do it! :D It’s the same way that we developed the original game – as a constantly evolving prototype (based on a solid, written core design, of course!). The approach is: Get something up and playable as early as possible, then try stuff out!
This level teaser is intended only as a first impression of progress on the level construction for Carmageddon: Reincarnation. The vehicle, pedestrians their AI and their animations, plus the special effects, are ALL placeholder. The pedestrians in the clips we’ve edited together here were set up to be EXTRA easy to dismember (It’s a simple script editing job to set how well a ped holds together in an impact, again something that’ll be fun to MOD) because we thought it would be fun to spray plenty of blood about.
The level/game has NO optimisation of any kind yet, so EVERYTHING is being processed at ALL times - all the geometry, and around 1000 peds (hence the choppy framerate!). The level is in early/mid stage of construction, and so textures and detailing is missing, even from the more "finished" looking sections. And it goes without saying, In other words, IT'S EARLY DAYS!
More videos of development progress will be available to our Kickstarter VIPs in the dedicated area of the forums at carmageddon.com, once the campaign ends and the game development continues apace.
We hope you enjoy the little peek into progress. Over the coming weeks and months we look forward to sharing news and views of the progress with you, and hearing your comments and thoughts about it.
THANKS AGAIN for all your SUPPORT and BACKING, Kickstarter CarmaFans!