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	<title>Overwatch - Portal</title>
	<link>http://community.redmatter.ca/c/overwatch/</link>
	<pubDate>Sun, 05 Feb 2012 15:41:50 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Overwatch-related articles.</description>
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		<title>Big News for 2012!</title>
		<link>http://community.redmatter.ca/c/overwatch/big-news-for-2012-r4</link>
		<description><![CDATA[<strong class='bbc'><em class='bbc'>Overwatch is still alive and kicking, with huge plans for the upcoming year and beyond!</em></strong><br />
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We've been so insanely pleased with <strong class='bbc'>Overwatch</strong>'s popularity: so far, it's been downloaded over <strong class='bbc'>90,000</strong> times and is still played every week by fans from all over the world. These facts, combined with the amazing feedback we've received from our community, have kept us highly motivated to keep pushing forward with our plans.<br />
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We've hit a few bumps in the road in the last year but, bumpy road or not, we never even considered giving up. Instead, we made a few tough decisions, decisions that allow us to keep moving forward with our plans. The biggest one, explained below, is our switch to the <a href='http://unrealengine.com' class='bbc_url' title='External link' rel='nofollow external'>Unreal Engine</a>.<br />
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<span style='font-size: 18px;'><strong class='bbc'><em class='bbc'>Why switch to the Unreal Engine?</em></strong></span><br />
Source is a fantastic engine and we definitely had a blast working with it and being a part of its community; however (and unfortunately), it wasn't designed to handle everything we were throwing at it (like the RTS aspects, numerous complex entity systems, etc..). It would have taken quite a bit of effort (and lots of code) to fix those issues, which would have been time taken away from developing the game itself. After a quick bit of prototyping in the <a href='http://udk.com' class='bbc_url' title='External link' rel='nofollow external'>UDK</a>, it became obvious to us that UE3 is much better suited to handle our needs.<br />
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Our community has also come to expect a great deal from us (timely/frequent releases, for example), and many of you have also voiced your concerns that <strong class='bbc'>Overwatch</strong>'s potential wasn't being fully explored (not enough maps and lack of custom assets built specifically for <strong class='bbc'>OW</strong>'s type of gameplay, to name a few). Switching to UE3 gives us the opportunity to work on an <strong class='bbc'>Overwatch</strong>-like game as a commercial project which, even with a minimum amount of income, would allow us to dedicated more than just our free time to its development, producing more content at a faster pace (honestly, if we didn't have to eat and feed our families, we'd all be putting in every minute we have - and some of us already put in more than what is considered a sane amount).<br />
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The bottom line is, even though we've made a few big changes, we're working harder than ever to reach our goal of producing a fun and unique game that people can enjoy for years to come. That said, allow me to introduce:<br />
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<span style='color: #ff8c00'><span style='font-size: 24px;'><strong class='bbc'><em class='bbc'>Intruder Alert!</em></strong></span></span><br />
<strong class='bbc'>Intruder Alert!</strong> (or <strong class='bbc'>IA!</strong> for short) is a cooperative asymmetric multiplayer Real-Time Strategy Shooter and the spiritual successor to <em class='bbc'>Overwatch</em>.<br />
<br />
Like <em class='bbc'>Overwatch</em>, <strong class='bbc'>IA!</strong> pits a team of GPs (Ground Players, playing cooperatively in first-person or third-person view) against one or more OPs (Overhead Players, commanding AI-controlled units and manipulating the environment around them from a top-down perspective).<br />
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We've taken all the valuable lessons we've learned while developing <em class='bbc'>Overwatch</em> and are using them to build a bigger, better and more complete game of the same genre, this time powered by Epic's amazing UE3 (using the UDK).<br />
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We've also gotten rid of the restrictions we'd set on ourselves during <em class='bbc'>Overwatch</em>'s development. This time around, we're aiming for a complete gaming experience: bigger and better features, with levels, models and textures built entirely from scratch around a fun theme and an awesome art style.<br />
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Our plan is still to <a href='http://en.wikipedia.org/wiki/Release_early,_release_often' class='bbc_url' title='External link' rel='nofollow external'>RERO</a> and to get our community intricately involved in <strong class='bbc'>IA!</strong>'s development process every step of the way. In our minds, your feedback and suggestions are invaluable to <strong class='bbc'>IA!</strong>'s success, as they were to <em class='bbc'>Overwatch</em>'s.<br />
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There's plenty more to say about our plans for <strong class='bbc'>IA!</strong> and we've organized it all in an easy-to-read format and posted it <a href='http://www.indiedb.com/games/IntruderAlert/details' class='bbc_url' title='External link' rel='nofollow external'>on this Details page</a>. You can also <a href='/?record=3'>read the official announcement here</a>.<br />
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<span style='font-size: 18px;'><strong class='bbc'><em class='bbc'>Is this the end for Overwatch as a Half-Life&sup2; mod?</em></strong></span><br />
Not quite. While getting that first build of <strong class='bbc'>IA!</strong> in our community's hands as soon as possible is our top priority, we still have at least one big release planned for <em class='bbc'>Overwatch</em>.<br />
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Targeted for <strong class='bbc'>early Q1 2012</strong>, the update will contain all of the content found in the development build (which includes textured Breach, updated Crossroads and Canals, tons of other tweaks and bug fixes, and some awesome community-made levels) as well as a few new surprises like <strong class='bbc'>Breach II</strong>: the long-awaited second part of the Breach level (hint: <strong class='bbc'>STRIDERS!!</strong>), enough to keep you busy until you can play <strong class='bbc'>IA!</strong>.<br />
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Be sure to keep a close eye on our site as we'll soon be posting a complete list of changes that will be included in the upcoming release.<br />
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<span style='font-size: 18px;'><strong class='bbc'><em class='bbc'>2011 Best Upcoming Indie of the Year Award!</em></strong></span><br />
In closing, I'd like to point out that thanks to you, <strong class='bbc'>IA!</strong> made it to <em class='bbc'>IndieDB's Top 100</em> list this year, just like <em class='bbc'>Overwatch</em> did last year! If you love <em class='bbc'>Overwatch</em> as much as we do and like our plans for the future, please put a huge smile on our faces by helping <strong class='bbc'>Intruder Alert!</strong> make the <strong class='bbc'>Best Upcoming Indie</strong> list of 2011 (click the image below and scroll to the bottom of the page, then click on the <strong class='bbc'>Vote</strong> button to the left of the <strong class='bbc'>IA!</strong> image):<br />
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<a href='http://www.indiedb.com/events/2011-indie-of-the-year-awards/top100#vote15153' class='bbc_url' title='External link' rel='nofollow external'><img src='http://media.indiedb.com/images/groups/1/7/6432/profile/ioty_2011_125px.png' alt='Posted Image' class='bbc_img' /></a><br />
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<em class='bbc'><strong class='bbc'>Happy Holidays</strong> and see you in 2012!</em>]]></description>
		<pubDate>Wed, 14 Dec 2011 23:23:43 +0000</pubDate>
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