FEEL FREE TO MAKE AND MONETIZE PARANAUTICAL ACTIVITY VIDEOS

Eris Pre-Alpha Preview 15

by Mike

We finally managed to get back to work!

First thing we did was implement a cool new flying vehicle, which went surprisingly smoothly. Travis says this model is just a place holder, so expect the look of the plane to change in the future.

The plane took up most of our week, but we did manage to add a particle effect to the Drop trooper perk to give some visual feedback when it is activated. 

Eris Pre-Alpha Preview 14

by Mike

We were busy working on getting ready to launch a kickstarter for Eris, and Travis is dealing with some personal issues. So we didn’t get much done on the game.

I noticed this week marks exactly 3 months of development, so I thought it would be neat to look at the intro to every video, to see how the game has evolved.

Next week we’ll hopefully be back to regular development again. :)

Eris Pre-Alpha Preview 13

by Mike

I was on vacation, and Travis has added a new member to his family this week, so we didn’t really have time to work on the game. We decided to put up some unedited gameplay rather than have nothing this week.

It’s a little rough, but it’s pretty entertaining.

Eris Pre-Alpha Preview 12

by Mike

We worked on getting a menu system in place this week, as well as some simple multiplayer features.

I’ve tested the multiplayer with a simple lobby. There’s chat, and you can change your screenname. 

Now that we’ve got a client/server set up. Getting some real online gameplay should not be too hard.

Eris Pre-Alpha Preview 11

by Mike

First off, got a new ranged enemy in the game this week. Using extremely placeholder art of course.

We also added new enemy spawning ships to make battles a little more intense.

Several people suggested I make the car wider/shorter to improve stability, so I did just that and it was a big improvement.

Lastly, we decided we want the towers to be built out of modular pieces, so we made a small test arena out of simple walls and floors to test out the idea.

All that and more in this week’s Pre-Alpha preview of Eris!

Eris Pre-Alpha Preview 10

by Mike

Big feature this week is vehicles, making it much easier to get around between towers. Believe it or not that beautiful white stallion is in fact a placeholder model.

Also included this week are a jetpack, some new perks, sexy new particle effects, and ammo boxes.

All that and more in this week’s pre-alpha preview of Eris!

Eris Pre-Alpha Preview 9

by Mike

Travis is out of town this week and it’s my birthday, so this video is a little short on content.

Big feature this week is additional turret functionality. Turrets now have functioning rocket launchers and flamethrowers, and you can kill turrets now.

I got a waypoint system working as well, and tested it out on a tower warning system. A waypoint will pop up if one of your towers is under attack and you are hanging out somewhere else in the world, showing you which tower is under attack and where it is.

I also played around with some post processing effects, and added some new stat boosts.

Eris Pre-Alpha Preview 8

by Mike

I got a new mic for this week’s video!

We got a proper HUD in this week, as well as random initial spawn location for players, and automatic respawning.

Other little features this week include a new blood splat effect, some more procedural animation, and an alt fire system. I tested the alt fire system with a shotgun.

All that and more in this week’s pre alpha preview of Eris!

Pre-Alpha Preview 7

by Mike

Lot’s of under the hood stuff this week, but there are some things we can show off. I’ve got enemy spawning working. Enemies can now automatically spawn themselves to attack other towers, or defend their own. We also got a placeholder set of arms and a new gun implemented. 

Lots of other little features like recoil tweaks, procedural animation on the new arms, bullet holes, and performance optimizations.

Eris Pre-Alpha Preview 6

by Mike

Eris got a big aesthetic upgrade this week. Lot’s of weather effects like rain, lightning, and clouds. As well as a new day/night cycle complete with a sun and moon.

Some random features here and there as well such as some more feedback when placing turrets, blood effects, and a flashlight.