News & Updates

Most Valuable Post for Sept. 19, 2015

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Howdy, Folks!

 


 


Our MVP award is given to members who actively contribute to making



Descent: Underground a better experience for us all!

 


 


 



Congratulations



Mystikgypsy



!!!!!!!

 


 


 


 


Mystikgypsy recut the our second Kickstarter trailer with their own music and sounds



to amp up the awesome!

 


 


 


 


Keep up that creativity!

 


 


Enjoy the MVP forum badge that will appear on your account!

 


 


You will also receive a shout out on our Facebook



and Twitter pages.

 


 


Everyone else, remember:

 


 


Our MVP badge is awarded to a member who



has supported the game in a positive way (creativity is encouraged!).

 


 


Our great moderation team picks a member each week who goes above and beyond.

 


 


===

 


 


We are also in the last stage of Build-A-Bot, where we are asking you to



create an in-fiction advertisement for the bot.

 


 


https://www.youtube.com/watch?v=CKssK3xtFmw

 


 


Hurry up and submit your entry today!

Week In Review (9/18/2015)

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Hey Descenters,

 


I hope you've had a great week -- we sure did! So lets get right to it.


  • Our first pass at Rama (a map designed for Hot Rock!) is in and playtested. Well, as it turns out it was a bit too large, so we're reducing it.

  • Capture the core development is ongoing. We should have this gamemode completed by the end of next week.

  • Our friends at CGBot delivered Mobius and it looks great! This map can be used with a few different gamemodes.

  • Although the Predator has been modeled for a while now, we haven't had the chance to get it in the game. That process has begun and the Predator will be ready some time early next week.

  • Lots of progress with matchmaking (basics) and the installer/patcher. In fact, all of us on the project are using the installer/patcher exclusively -- YEAH NO MORE DOWNLOADING THE WHOLE GAME!

  • With respect to matchmaking, although the basics to the backend are there, we still need to implement the UI/frontend. That starts next week.

  • Speaking of backend work... the network movement code for ships is in and working beautifully. Over the next few days, we should see weapon prediction in place as well.

  • We also have a new power-up manager in place now. So power-up proliferation has been halted and the world is safe for producers again.

  • Last weeks power-up art is in. The old art was great, but what's been done now helps you know what the power-up is from a good distance.

  • Tycho (formerly know as Ringsanity) is moving along. This map is crazy and built for large numbers of players. No doubt this will be fun.

  • Lots more, but I have to save some for other bloggers :(

 




Wingmans Hangar!!

 


 


Studio Snapshot:

 


 


Tech Underground:

 


 


Well, that's it for me this week. Check back again next week for more project news!!

 


Cheers,

 


BlueDog

Community Campfire #21

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Hey there, Rock Jocks!

 


Things are a whirlwind here in the studio as we charge forward to Proving Grounds and our first wide test release!

 


Just today, we tested out Pixley's new "PowerUp Manager" (PUM) and it massively reduced the number of stray powerups floating around our maps.

 


 
We also tested out team play for the first time. Unfortunately, a few of us didn't realize that for awhile and spent the first few minutes uselessly firing at their teammates!

 




Speaking of teammates, I wanted to say again how important it is that we have YOU as part of the Descent: Underground team!

 




Without you, none of this would be happening.

 


Now, as we gear up for serious testing with our community, your involvement is going to be critical.

 


If you know backers who haven't checked back lately- send `em a message, give `em a nudge. We'll need them active again very soon!

 




If you know folks who've been sitting on the fence, help `em come on over.

 


 


If you know one of those people that other people go to for gaming advice, bring `em into the fold.

 




The new age of Descent is about to dawn, and we'd hate for anyone to miss the excitement!

 




---

 




We've also extended the final stage of our Build-A-Bot contest for a week because he had a number of our members who couldn't participate because of back-to-school stuff.

 


So get your creative submissions in today- they could find their way into the game!

 


So head to this thread to get all the information and submit your entry today!

 


Plus, be sure to join the discussion for extra points!

 




---

 




Finally, now that hundreds of our t-shirts are out there in the wild, there's no better time than the present to submit your entries for our t-shirt contest celebrating the new age of Descent!

 


Snap a pic, and you could win!

 


Until next time- fly safe!

 


-Dunk

Most Valuable Post for September 12, 2015

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Howdy, Folks!

 


Our MVP award is given to members who actively contribute to making



Descent: Underground a better experience for us all!

 


 



Congratulations



Tron



!!!!!!!

 


 


As a medical student, Tron is helping the storm-ravaged island of Dominica



and raising awareness about the plight of the people.

 


Thanks for showing the caring side of our community, Tron!

 


Enjoy the MVP forum badge that will appear on your account!

 


You will also receive a shout out on our Facebook



and Twitter pages.

 


Everyone else, remember:

 


Our MVP badge is awarded to a member who



has supported the game in a positive way (creativity is encouraged!).

 


Our great moderation team picks a member each week who goes above and beyond.

 


===

 


We are also in the last stage of Build-A-Bot, where we are asking you to



create an in-fiction advertisement for the bot.

 


Hurry up and submit your entry today!

Week In Review (9/11/2015)

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Hello Descenters,

 


Another week in the books! Some very nice improvements and additions this week so lets get right to a few of them.


  • Another graybox map has been implemented. The working name is "Ringsanity". You'll understand when you see it. It is a VERY large map and is best suited for large battles. In fact it's so large that it takes 1.5 minutes to fly the outer ring.

  • Some really nice work has been done in Mobius. It's actually very close to finished. Once done, we'll have 3 complete maps.

  • Capture The Core game mode TDD has been approved so the engineering starts today. Once done, we'll have 2 different game modes in the books along with individual and team play for each.

  • The Vulcan cannon is now in the game -- although with a temporary fire sound effect.



  • We've started looking at making some small changes to the power-up art. Nothing huge, but it will help players recognized the various power-ups from distance.

  • The installer/patcher is getting ever closer to be complete. We should start testing it next week. Once this and matchmaking are complete, we can open up the Proving Grounds!

  • Matchmaking is very nearly complete as well. The first implementation will be fairly basic, but it will soon be followed by a more in depth system that gives the players much more control over the game modes they wish to play.

  • The power-up system is being overhauled. Let's just say this was necessary due to the mass proliferation of power-ups.

 




Ok, now for the Studio Snapshot:

 


 


How about Wingman's Hangar? This week is another "special" episode. Check it out, I'm sure you'll love it!

 


https://www.youtube....

 


That's it for me this week. Be sure to check back next week for more news!

 


Cheers,

 


BlueDog

Community Campfire #20

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Howdy Rock Jocks!

 


As you probably saw from BlueDog's and Designopotamus' blogs, the office was closed yesterday for the U.S. observance of Labor Day.

 


That doesn't mean that nothing cool was going on-

 


 
Stormwind put the "labor" in "Labor Day Weekend" and delivered a first pass at client-side movement prediction...

 


That's the part of the game that helps to make the flight smoother and more natural!

 


We playtested the changes this afternoon and wow did it make the game feel better in network matches!

 


There's still some more improvement to be made, but this means that we've driven straight through one of the hurdles that stood between us and Proving Grounds!

 


Speaking of Proving Grounds...

 


We are working on developing an iterative testing plan to enable Alpha and Beta backers to get a crack at stuff that's Proving Grounds tested.

 


Our original plan had long periods of Alpha and Beta testing that started later in development, but we realized a couple of things:


  • We'd really like to have more people in our testing pool.
  • Waiting stinks. Waiting's no fun- and we are all about the fun!

 




Now, I'd like to you to bear in mind that this is a draft plan at an early stage, but here's the basic idea:


  • Proving Grounds tests a new "build" (sub-version) with the features we want to check.
  • Alpha backers test that build if the Proving Grounds didn't find any major problems.
  • Beta backers test that build if the Alpha backers didn't find any major problems.
  • All game package backers get a "production" build based on what was tested.

 




How long each of these phases might take is probably not going to be written in stone. Some tests will be very short and sweet, others might take longer and require a number of bug fixes before they can move to the next phase.

 


In addition, we are not entirely sure yet when phase 4 might begin. Obviously, we'd want any features that go "to production" to be pretty solid before we unleash them.

 


Plus... we still have a bunch of larger feature sets that will likely require a longer testing period. For instance, things like tech trees and some of the singleplayer mechanics (like bot A.I.). Just testing A.I. could take quite a lot of player-hours!

 


So, to sum up- we are working on a way to get our backers in the game sooner while keeping Proving Grounds, Alpha, and Beta as distinct and important testing phases!

 




---

 




I also want to encourage you all to get in on the final stage of our Build-A-Bot contest- advertising!

 


There is less than one week left to enter, and your creative submissions could find their way into the game!

 


So head to this thread to get all the information and submit your entry today!

 


Plus, be sure to join the discussion for extra points!

 




---

 




Until next time- fly safe!

 


-Dunk

Happy Labor Day!

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Hello, Descent Community,

 


As some of you may know, today is the Labor Day holiday in the U.S., which means that our Austin Studio is closed for the day. Don't worry, though - it hasn't stopped us from working towards the Proving Grounds release!

 


Due to the holiday, there will be no Design Underground today, although your weekly looks at the nuts and bolts of game development will resume next week. (If you're really sad about not being able to see Tyler make a guest appearance this week, you could always check out this special thread on our forums...)

 


We are getting much closer on the last few issues blocking the first Proving Grounds release, so expect a pile of updates this week, including our next live design meeting for Underground members. Not a member of the Underground? It's still not too late to join! In addition to live meeting access and other insider information, membership in the Underground will also give you access to playing in the Proving Grounds.

 


So stay tuned this week, and we'll see you in the Underground.

 


Rob

Most Valuable Post for September 5, 2015

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Howdy, Folks!

 


 


 


Our MVP award is given to members who actively contribute to making



Descent: Underground a better experience for us all!

 


 


 


 



Congratulations



Kamikaze_Wombat



!!!!!!!

 


 


 


 


 


 


Kamikaze_Wombat started a thread to report a bug in the website that



helped our web team to fix the issue.

 


 


 


Keep up the awesomeness!

 


 


 


Enjoy the MVP forum badge that will appear on your account!

 


 


 


You will also receive a shout out on our Facebook



and Twitter pages.

 


 


 


Everyone else, remember:

 


 


 


Our MVP badge is awarded to a member who



has supported the game in a positive way (creativity is encouraged!).

 


 


 


Our great moderation team picks a member each week who goes above and beyond.

 


 


 


===

 


 


 


We are also in the last stage of Build-A-Bot, where we are asking you to



create an in-fiction advertisement for the bot:

 


 


 


Week In Review (9/4/2015)

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Hello Descenters,

 


Labor Day weekend is upon us here in the US. This means we are closed this coming Monday. However, that hasn't stopped us from getting the job done this week.


  •  
    I mentioned that our good friends at CGBot were working up a new map for us (working title is Mobius). Well, they've already delivered a WIP that looks awesome! I'll be flying around in it later today.

  • The fix for making the ships show up a bit better is in and we've had a chance to test it pretty thoroughly. It has been a big help. That sleek little Wasp is finding it a bit harder to lurk in the shadows.

  • We've implemented the first phase of team play. There will be quite a bit of testing next week on that and I'm sure Mike and Keith will have some cool video to show.

  • We've had more discussion about a new game mode. I can't go into many details now, look for that in an upcoming Design Underground (featuring Rob Irving).

  • Look for a cool new gameplay trailer soon. We shot a ton of footage this week, so it shouldn't be too long before we that is released.

 




This week, Rob Irving's Design Underground (featuring Rob Irving) had a special guest host (Tyler). The two of them regaled the audience with tales of game profiling and optimization. No doubt a technical discussion but certainly one that is import to game developers and players alike.

 


Take a look:

 


 


The Wingman and Rob shot another Wingman's Hangar this week (as they usually do). Lots of good stuff in this one and I've got a link for you below (as I usually do).

 


 


Last, but not least, here's our studios snapshot for the week:

 


 


That's it for me this week and I hope all of you have a great weekend.

 


Cheers,

 


BlueDog

"I'm ready for my closeup Mr. Wingman."

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Another week. Another episode of Wingman's Hangar. And now, it's time to get you on the show!

 


If you backed during our Kickstarter campaign with a pledge tier including a guest appearance on Wingman's Hangar (such as BE A LEGEND), it's time to step up.

 


If you're interested, have a webcam, mic, and Skype, head on over to this spiffy sign-up thread and give us your details. We'll coordinate a call date and time and get you on the show!

 


Even if you didn't pledge for a reward that includes a guest appearance, you can always submit a video question for FFFForum FFFFeedback. We love video questions!

 


AND IN OTHER NEWS...

 


Last night, we streamed some live gameplay using the most recent build we've tested with the Advisory Board!

 


If you haven't seen it yet, you can still watch it but be sure to fast forward to the 10 minute mark if you don't want to see us setting up:



http://www.twitch.tv...dios/v/14130636

 


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Also, be sure to tune on Friday at 11 AM Central time for the latest episode of Wingman's Hangar:

 


http://www.twitch.tv/descendentstudios

 


Developer Tracker