News & Updates

Most Valuable Post for June 20, 2015

blog-0222518001434743664.jpg

Howdy, Folks!





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

Descent: Underground a better experience for us all!















Congratulations



Xyphon









Xyphon wrote some awesome fan lore describing how the rise of the arcologies



was the salvation of some people, and the ruin of others.





Xyphon even created a new holiday- Arconival!





Keep the creativity flowing!





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.





===





Be sure to check out Rob Irving's Design: Underground on Monday!





===





Oh, and in case you missed it, here is yesterday's Wingman's Hangar:









Check out the Build-A-Bot Contest update and don't forget to VOTE for your favorite bots!





Remember to LIKE and FOLLOW us to get the latest news!

Week In Review (6/19/2015)

blog-0065006001434742067.jpg
Hello Descenters,



Lots of rain this week in Austin, but nothing rained on our parade :P We are getting closer to our Vertical Slice demo and, although it will be close, I think we'll be fine.



This week, Viewmaster and Dunkelza videoed lots of tidbits showing what's going on around the office.







In the clip below, you'll see:

  • Rob chats about making mining blocks explode

  • Next Tyler informs us that ship spawning isn't exactly working. Remember the ships are made up of many parts that are pieced together when they spawn. Well, our collision was quite right, so when a ship spawned it kind of blew itself up. No worries though, it's all good now!

  • Matt then shows us the first map with textures and POI mostly done -- no real lighting just yet.

  • Erio then gives us a bit of a demo of the ships and weapons system. Don't worry about that explosion, Josh has some new ones!

  • Speaking of Josh, in the next clip he shows off a bit of the new explosion VFX!

  • Next up you get a glimpse of a meeting we had to talk about the dreaded collision issue I mentioned above.








Remember how I said the tunnel in the video wasn't lit yet? The screenshot below is a sneak peek at the interior of the first map following...

Going Indie!

blog-0522212001434583778.jpg
Hello Descendents,

While we continue to push forward on our vertical slice, I thought it might be fun to take a step back and talk about why we decided to go the Indie route.



Most of us at DS have been making games for many years, and we have worked under the typical publisher/developer deal, sometimes called an AAR or Advance against royalty contract.



This is where a publisher will take the risk, to give a developer the money to develop the game, and then share the revenue with the developer if the game is successful. Well, that is the part that sort of falls apart for us developers, many times we have made games that are well received and make the publisher money, but somehow that fails to trickle down to us developers.



Now, there is nothing wrong with publishing, that is a necessary element in our industry, without them we would not be getting cool new humongous games like Fallout 4, or Call of Duty, or Assassin's creed, or even Halo - these are all games that cost 100s of millions of dollars to make and are generally a great experience.



However, what has happened in the last few years with the progress of Kickstarter and Indiegogo, is a shift, a chance for developers that are also business minded people to be able to go direct to the players and have them join us as we make the game, to allow an earlier access or a peek behind the curtain, so often publishers would hold things back we wanted to show for fear that customers would not understand it was a work in progress.



We have found that to be laughable, and that most people are totally capable of understanding and in fact want to know how things are made, what goes into those decisions in design, and how will that have an effect on the final game.



It is fun to work in an independent environment, fun to have a small team and do something that no one else...

Community Campfire #8

blog-0079137001434492189.jpg
Howdy Descendents!



Y'all have been rocking the community this past week!



Our community chat has been lively and if you aren't in chat now, we welcome you to come on by and say hi.



Our forums are also full of wonderful people talking about all sorts of things. Stop on by and introduce yourself!







BUILD-A-BOT









Entries have closed for the first stage of our Build-A-Bot Contest and We Need YOU to vote for the finalists!

Please be sure to vote in both paths so we can get lots of feedback!





You can also...

Nuts and Bolts and (Loose) Screws

blog-0181617001434408906.jpg
Howdy, Descent fans,



Today has been one of those days that is interesting to be a part of, but not particularly exciting when you have to blog about it after the fact. That's because most of today has involved fiddling with stuff for a while and then (virtually or on a white board) scratching it out and starting over again.



In the meantime, if you'd like to see something that is ready for prime time (or at least late-night infomercials), check out this week's Design Underground, where we talk about the results from our design meeting with Underground members last week.



[font='times new roman'][/font]



Also, don't forget that today is the last day to stop into the forums and vote on the best preliminary bot design and concept art submissions from the community. We'll announce the winners soon, and the next phases will be starting up right away, so keep your eyes on the forums and jump on in for the chance to contribute to the design. lore, and artwork of our enemy robots. If you don't want to offer a submission, at least join the discussion and contribute your feedback, which also counts towards our grand prize...



Our community continues to grow, but please don't stop spreading the word (Facebook,...

Most Valuable Post for June 13, 2015

blog-0594520001434144964.jpg

Howdy, Folks!





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

Descent: Underground a better experience for us all!





Congratulations



Yoshimitsu









Yoshimitsu combined our concept for the homing missile, fan feedback



and some awesome image manipulation skills into something great.





Keep the creativity flowing!





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.





===





Be sure to check out Rob Irving's Design: Underground on Monday!





Speaking of Monday - Stage 1 of our Build-A-Bot Contest ends this Monday at noon!





===





Oh, and in case you missed it, here is yesterday's Wingman's Hangar:









Remember to LIKE and FOLLOW us to get the latest news!

Week In Review (6/12/2015)

blog-0412660001434134576.jpg
Hey Descenters,



























Another week in the books:

  • The first level is looking really great. Lots of awesome playable spaces. The ambiance is terrific.

  • We had a thorough art review today. Lasers, incredible explosions, some great GIFS of the drone bay in operation, and much more.

  • We also have the prototype for destructible objects in place. These objects will be used in mining as well as hiding secret passages and rooms. Blowing them up will reveal power-ups, Pals, and maybe even a Phil or two. :ph34r:

  • More work done on the HUD. Icons for weapons, tools, and gadgets.

  • And even though we are focusing on the vertical slice, some of the team are currently looking beyond. See below for some early (very) look at how the harvester tunnels might look.


The most current look at weapon, tool, and gadget HUD icons:

Posted Image



Very early concept of the harvester tunnel complex:



Posted Image



BTW, if you join The Underground you get to see design meetings, participate in The Underground forums (not sure what goes on there, I'm not allowed in ;) ),...

"It's your show and you can try if you want to."

blog-0642417001434058666.jpg
"Try if you want to. Try if you want to..."



I'm wrapping up the week's video productions and gotta say we enjoyed having so many community Forum Feedback videos on Wingman's Hangar. Be sure to check those out on Friday. So, let's take this further.





WHAT WOULD YOU LIKE TO SEE ON WINGMAN'S HANGAR?







We're always brainstorming ideas for new segments and bits. Perhaps, you have an idea or two you can share that could be featured on the show. In the past few years we've brought you;


  • Weekly Weather Report (in space);
  • Masterpiece Citizen with Alistaire Sinclair Fitzsmithy;
  • Wingman's Nosecam;
  • Hazy Thoughts with Mark Skelton;
  • This Week In Space, and;
  • many off-the-cuff hijinks we couldn't possibly have planned in advance.


So put your beanie thinking caps on and, between you, me and six-degrees-of-awesome ™, let us know what you want to see.



Viewmaster



----------------------------------------------------------------





IN OTHER NEWS:



Here's this week's Wingman's Hangar promo:









Also, Eric, Rob,...

Going strong

blog-0691398001433969877.png
Hello Descenters!



I figured it was time for an update on where we are as a Studio.



Currently we have 11 people working in our office on Brazos street - we also have 6 or so more working remotely, making us a robust team of 17. We are still seeking a few new folks though, we are looking for a Jr. Tech Designer with Unreal experience, if you are that guy or gal, PM me on this forum and we can set up an interview.



We continue to work on the vertical slice, or our internal first playable. We are going to be organizing focus groups of people to come by and give it a whirl as well as hooking up with Twitch streamers and YouTubers to help us spread the word, we are really close to unlocking the Shaman, but we have a lot of work to do to get all the stuff we want in, so more folks signing up will help us get there.



Here is a look at one of the possible rooms in our first mining map.



Posted Image

This is very early concept but you can see the detail level our guys are putting in, we are hard at work on making pieces for the walls, and more than that, we want to have quite a few hidden things in each map, from rooms, or scenes or things that players might find useful or interesting. We want to give those explorers something to find, and talk about too, and then we want to shoot them.



Not really, well, sorta really!



Also, today we had another live streamed Underground meeting, where we let the people in the Underground participate and watch a live design meeting, Here is a very small look at the one hour long meeting.





If...

Community Campfire for June 9, 2015

blog-0986711001433880782.png
Howdy Descendents!



We have a truly awesome community here!













For instance, check out all of the awesome folks who've earned a Contributor Medal:



Stealthguy, Pleasure, Overwatch, dunkelza, JetRonin, melbourne, Winglet, grimfalcon, BeckAltarr, AC_Black, elfindreams, Xyphon, Groundhound, Wingman, Erio, Warlock, KnightsKilrathi, Gallitin, skuripanda, Viewmaster, Renegade-Shank, AngryPeas, JazAero, Skeletonbane, Strife, Jaxley, Fallarnon, Pops, Zenimer, DrHawk, Nelson, Stormwind, Mufossa75, Louhikarme, FireDragon, Grishord, ShoGun, Yoshimitsu





All of these people were awarded this medal after making a lot of positive volunteer contributions (usually over a long period of time) that are helping take Descent: Underground forward as a game.



Now it's your turn!





BUILD-A-BOT









Starting tomorrow, and running until noon CDT (1700 UTC) on Monday, June 15, we are going to be running stage one of our BUILD-A-BOT contest!



That's right!



We want YOU to work with your fellow community members to design a bot for Descent: Underground!



This contest will proceed in two paths (Art and Design) comprised of four stages,...

Developer Tracker