Archive for the ‘News’ Category

Kicking off the Oasis 1.1 release countdown

Our second tech demo is arriving just as we didn’t announce a couple of weeks ago. Huh? Right. Better to release something without announcing it than the other way round, don’t you think?

Summer is coming to an end and the time has come to give you an update of what we were working on over the last weeks. Screenshots are always nice, videos demonstrate that features are really working ingame – but wait – there is even something much, much better to get you up to date…

Oasis 1.1

We went quiet for a while after the last article about our travelling system (except for the release of the Okasankaar artbook of course). Did we lose interest in pushing the limits of the Crysis Wars SDK in order to transform the game into an Action-Adventure? On the contrary! While preparing some news posting about the improved camera system we decided to hold back any further information till the completion of our next milestone: Oasis 1.1
While this meant some shortage of real updates over the last weeks, in the following days you will receive details about newly implemented features on a daily basis – and the best thing: you will be able to try everything out by yourself when the Oasis 1.1 technology demo is released on Saturday, September 18th. Time to lean back and follow the release countdown on ModDB!

The calm before the storm


Artbook & Issuu profile

There are some good news for those of you, who wanted to have the artworks from the artbook in a Hi-Res version. We now finished uploading all of the artworks to our gallery here on the site.

In addition to that, we created a profile on Issuu (an online page reader software) and published our artbook there.

Artistic insight – The official Okasankaar Artbook

Hey there!

It’s quite a long time ago, since we last posted some news here. But don’t worry…we are still there and are currently working on the first in-game region “Okasankaar”. As we are still in the concept phase at the moment, we decided to give you an artistic insight in the form of an “Artbook” on how Okasankaar looks in the minds of our concept artists.

The Artbook features drawings from all our concept artists and shows as well landscapes, flora & fauna and even some talan sketches directly out of Okasankaar. The artists were able to write a short comment to their pictures and in addition, the Artbook is being produced in high-quality to give you the possibility to print it out and enjoy it on real paper also ;-)

Use the link below to download the Artbook!


See you guys in the next news release!

The artists of ooc

Free travelling, improved quest system and custom UI

A feature that no game calling itself sequel to Outcast should be missing is the ability to travel between different regions freely (the game world Adelpha was connected through portals – the so called Daokas).

Is it possible to transform a merely linear First-Person-Shooter like Crysis Wars into an adventure game that supports this kind of free travelling?

See for yourself:

NOTE: The morph targets for the Cutter model weren’t finished, so his lines aren’t lipsynched. What do you think about his voice? Should it be changed – maybe YOU can do it better?

When introducing free travelling we also had to think about following issues:

  • Will the inventory/questlog of the player be kept when travelling to another level?
  • Will modifications performed to the current level be remembered when travelling elsewhere?

Our solution for both of them was the development of a persistence system (check the corresponding feature on ModDB for more). We were pretty much relieved when it worked out the way we imagined, since it wasn’t clear whether the Crysis Wars SDK would permit such sort of modification altogether.

This and the dialogue system (presented in an earlier news post) were features not clear to be doable with the SDK – so we decided to implement them first to make sure we chose the right engine for our project.

Again we were confirmed in our choice … while it is still a long way to go until we’ve finished the programming work (not to mention asset creation) we are at least certain now that the remaining things we want to alter are definetly possible.

You also may have noticed that some custom UI elements for the questlog were added. Under the hood we further created a Lua-driven quest system that fits our needs better than the stock mission system of Crysis Wars.

And finally we added some screenshots of the new marketplace, city walls and the tweaked Cutter model with the incredible Backpack 3000:

Backpack closeupQuestlogCutter CloseupMarketplace #1City WallsShopping ...

The next step in terms of programming will be the implementation of an improved 3rd person camera with support for proper aiming (in combat mode) and collision detection (everyone who tried Oasis surely noticed that navigating in buildings was pretty annoying).

More on that soon…

And finally some advertisment for vacant jobs:

We are always searching for motivated and talented people who want to help us release open Outcast some day and improve their portfolio along with getting experience working in a team with a professional claim at the same time. Currently we have a considerable shortage of 3D artists (modelers and the like) and besides we could need some tool programmers (C# knowledge required) and community managers (who can translate news postings and “spread the word”).

Take a look at the official job announcement at ModDB to learn how to apply and what the detailed requirements are.

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