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All Is Not What It Seems!



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After breaking our silence and announcing Intruder Alert! to the world just over a month ago, and with development pushing forward at blazing speeds, we can now turn our attention to you, our growing community!


As we've mentioned time and time again, we pride ourselves in our efforts to keep IA!'s development as open as possible, sharing progress with you as we make it (you can actually track our progress LIVE by joining our IRC channel).

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One of the main ways we'll be doing so is through IA!'s Development Blog in the form of Spotlights, Progress Reports and other miscellaneous entries. The blog's media-packed inaugural post, written just a few hours ago, describes the process we followed to design the art for IA!'s very first environment: a secret lair hidden deep inside a volcano, a perfect fit for the theme and art style we chose for the game!

→ Read: Spotlight: Designing Art for IA!'s First Environment


Completing that lair will bring us one step closer to reaching our next major milestone and finally being able to release IA!'s first public build to the world.


You've probably noticed our brand new Gallery by now. We'll be filling it with all kinds of concepts and screenshots throughout development, so be sure to keep an eye on it! And now that you've had a chance to take a look at the first pieces of artwork that we've posted in it, your imagination must be going wild.

Want more? Of course you do. Hit play on the track below, close your eyes, and let your imagination do the rest!


This is just a small taste of what's to come. We'll be putting your imagination to work by sharing with you similar stacks of images, audio tracks and videos, every two weeks and for the foreseeable future! So be sure to check back every so often as we'll have tons to share with you, more and more as we get closer and closer to that first release.


Remember: Your feedback is paramount to IA!'s success in becoming the best game it possibly can be, so we're counting on you to post as much of it as you can. And be sure to let your friends know about it too; you'll be playing with them soon enough!

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We hope you're all as anxious to play as we are. In our next post, we'll be shedding some light on some of the features we've implemented so far, and will be sharing with you IA!'s first ever in-game screenshots!


The Joker
Jan 20 2012 11:40 PM
Uhh.... interesting... I suppose. The art style is VERY VERY VERY VERY strange. So.... We'll see where this goes.

Off to patrolling the forum.

AndY
Jan 21 2012 12:03 AM

View PostThe Joker, on 20 January 2012 - 11:40 PM, said:

The art style is VERY VERY VERY VERY strange.
Can you be a bit more specific? :)

Concepts are just.. concepts. Things won't look exactly like that in-engine. It'll be more obvious once we post in-game screenshots in 2 weeks.

Coppermantis
Jan 21 2012 01:49 AM
Can't wait to see the in-game stuff!

rickinator9
Jan 21 2012 07:37 AM
The ending of the sound sample is (i think) a rocket launch

WAXT
Jan 21 2012 07:42 AM
Looks good guys. That first image reminds me of the entrance to Cheyenne Mountain from Stargate: SG1, and what corporation hell-bent on world domination is complete without a big-arse rocket in their command & control centre!

By the way, who thought of the name for the corporation? It's simple, yet effective -I like it! Perhaps 'EVIL' be an acronym for something witty? Or is it just a template name?

Dancing
Jan 21 2012 09:18 AM
I expected happiness and I got euphoria.

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leiftiger
Jan 21 2012 09:22 AM

Quote

The art style is VERY VERY VERY VERY strange.

I disagree, most indie games lack the creativity of a good theme and this theme fits IA!'s gameplay concept perfectly. Well, I've only played one game thus far that uses this theme, and that worked very well. So I'm unsure if I'm looking at this from all perspectives.

AndY
Jan 21 2012 09:28 AM

View PostWAXT, on 21 January 2012 - 07:42 AM, said:

By the way, who thought of the name for the corporation? It's simple, yet effective -I like it! Perhaps 'EVIL' be an acronym for something witty? Or is it just a template name?
It was just a placeholder, but many people seem to like it. We might just stick with it. :P

What could EVIL be an acronym of? Perhaps it's time to start posting in the I&S section for the forums? ;)

Reaper
Jan 21 2012 09:34 AM
I love the concept art so farrr, but when you said that you'd be bale to make multiple themes for different maps does that mean there is going to be a very realistic themed map out there like the original Overwatch(not actually hl2)?

AndY
Jan 21 2012 09:42 AM

View PostReaper, on 21 January 2012 - 09:34 AM, said:

I love the concept art so farrr, but when you said that you'd be bale to make multiple themes for different maps does that mean there is going to be a very realistic themed map out there like the original Overwatch(not actually hl2)?
I never really considered Overwatch to be overly realistic. Can you give me an example of which parts of it you're referring to?

WAXT
Jan 21 2012 08:54 PM

View PostAndY, on 21 January 2012 - 09:28 AM, said:

What could EVIL be an acronym of? Perhaps it's time to start posting in the I&S section for the forums? ;)
My thoughts exactly. :)

I don't suppose any of the current Overwatch maps/layouts will be seen in Intruder Alert!? (Heavily modified of course.)

AndY
Jan 21 2012 09:57 PM

View PostWAXT, on 21 January 2012 - 08:54 PM, said:

I don't suppose any of the current Overwatch maps/layouts will be seen in Intruder Alert!? (Heavily modified of course.)
To be quite honest, when our lead artist posted the following concept, my first thought was.. Citadel. Layout-wise, it seems quite similar:

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Overall, maps in IA! will be much more complex than those found in OW (specially since the engine actually allows it without much of a hit on performance).

WAXT
Jan 22 2012 01:30 AM
So...that's a definite maybe? And the more complex the better! (Within reason.)

Reaper
Jan 25 2012 01:38 PM
The Half Life games just gave off this eerie charm that was so down to Earth with the not so fanastical textures and gloomy lighting. Thats what i meant.

BMT
Jan 26 2012 08:42 PM
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