We've got an extra special weekly dev blog for you this friday. We were looking through a few old, oooold old builds, and realized that some of our very earliest prototypes for PAMELA were created 2 years ago on this very day. It was a strange mixture of nostalgia and embarrassment that we felt as we played and explore those ancients prototypes we'd created, but despite how far we've come since then, you can still clearly see the early seeds and vision that are still very much part of the game.
As creators, seeing this evolution is extremely exciting and we wanted to share some of it with you! Here are a couple side by side comparisons of several areas/mechanics, then and now...
You can see a basic implementation of our AARM attachment system, along with laser sight aiming. While the AARM model and environment has been completely overhauled in every possible way, it's pretty awesome to see the clear evolution from those early days.
Here's a straight environment shot, showing the "same" area as it looked during our earliest prototypes, alongside how it stands today. Again, while the detail, polish, and well, pretty much everything has been completely redone since then, you can pick definitely make out the similarities.
Taking a look back at these archived builds is always a ton of fun because it reminds us how far we've come since those early days. When you're working on a single project, day in day out, for years at a time, it can be extremely difficult to put things in perspective sometimes. It always feels like there's so much left to do, and surely we haven't accomplished as much as we'd have liked, right?
Well, we've still got a ways to go before PAMELA is in your hands, but please trust us when we promise that each passing day makes the game that much better. Thank you from the bottom of our hearts for your support and excitement so far, this journey wouldn't be worth it without you all!
Enough reminiscing for one day. Check out our progress notes below to see what we were all up to this week!
Adam
Alayna
Christian
Patrick
Ian
Implemented separate in-world scaling for different items for enhanced visibility
Mathew
Stephen
