Introduction
Hello, friends! Our team continues working on Project Genom. Minor architecture bugs are still our main issue. Overlapping each other, they prevent us from releasing the update before the scheduled time. On the one hand, all the major time-consuming and complex tasks are already complete and the new architecture is ready for launch. On the other hand, we have to debug everything to the point that allows players testing the updated world without lags and crashes.
We are infinitely grateful for your patience and support. Soon we will be ready to announce the project update day, as well as some details and our immediate plans. Despite all problems, the project is getting closer to the constant updates stage and comes to life. But we still ask you to consider buying the game with the utmost seriousness. We sought financial support for the development and this forced us to launch Steam Early Access, as we work without any external funding or publishers. If you want to enjoy everything Project Genom will have to offer and have a full game experience, if you’re not ready to wait and believe promises, we strongly recommend not buying the game before its official release, or at least wait until the game enters the beta testing stage. If you still want to purchase it now, be prepared to face all the disadvantages of alpha testing of the early development.
Software
We’re still debugging the switching between servers and setting up the database. The primary goal is to create the most stable version of the game for the next update.
The project has been moved to the engine version 4.16. This version has brought a lot of useful improvements, including the possibility of significant game optimization.
Our team is still adjusting and debugging the non-player characters.
World
This week, we’ve started finalizing the basic content for the desert area near the Dump site.
We put the finishing touches to the visual component of the starting location.
This week, we’ve worked on the Digger Cave instance. The cave was too dark due to some changes in the technical features of the engine rendering, so and we decided to modify its lighting, as well as to replace some details and test objects.
We began the creation of low-poly models for the personal cabin blocks.
Character
This week, we completed creation and customization of the game model for the Vampire armor suit female version.
Our team is still working on the female character animations.
This week there was a change in the main character development branch. We decided to swap mechs and exoskeletons to make the system more logical, balanced and well-designed. Now mechs will be a high-level available for humans; exoskeletons will be a high-level content for synthetics (organic covers will be available for mutants as before). In this regard, as well as for some technical reasons, we decided to rework the design for the mechs and exoskeletons. We want to unify mechs in their size, animations and the type of game character mounting the mech. Also, we will lay a unified base for upgrading and tuning mechs, exoskeletons and organic covers at the same time. This week, we’ve begun working on the concept for a new mech.
Conclusion
The work goes on, and the project approaches new stages of development. Architecture, network, and the switching between servers are almost complete and debugged. The more stable these project parts are, the easier and faster is the work on creation and implementation of all existing mechanics. We don’t want to delay development even for half a year, and now we see that there is a solid chance for a rather early transition of the project to a pre-release version. This, undoubtedly, pleases us and gives hope to the whole team!