As posted here four weeks ago, we have to be realistic about the deliverables of Apricot. A lot of our technical targets will be met, but the main target “create full functional industry quality game prototype” had to be reworded less ambitious… (depends on what you consider “industry quality” of course!).
The deal is that the team now works on two parallel content targets;
- a full functional level in the CS engine, focused on visual quality, speed and character-environment interactions.
- several levels in the Blender GE, focused on artistic quality and game play prototyping.
The reason for this was mostly because the pipeline from Blender to CS wasn’t efficient enough to give the artists a satisfying workflow. It proved to be more efficient to do design and game prototyping in the Blender GE.
On the CS side it was evident there was much more time needed to get the main character at playable level.
The re-found enthusiasm for the Blender GE was received very well by the Blender community. It is quite evident that this part in Blender has a lot of potential… but still more as an artists’ tool than as a final delivery platform for “industry quality games”. For that, a good export to specialized game engines like CS remains important, something we’ll have to keep working on to make that well possible!
A more detailed review with problem analysis and recommendations for future development will be delivered later, also as part of the Apricot docs on the final DVDs.
- This weekend we will make Apricot svn available for everyone.
- Currently Frank and Darius wrap up the CS part, meaning a lot of documentation but also work on porting, players and installation issues.
- Pablo Martin has already left, by the end of the month Campbell, Frank and Darius will leave too (we’ll do a goodbye dinner with Wall-E visit!).
- Chris and Pablo Vazquez will stay another month. They want to deliver several playable levels in the the Blender GE, but especially will take care of a good quality DVD presentation of the entire project.
- Brecht also stays here, he will ensure Blender’s new GLSL will work on as many platforms possible.
- Darius will work from home during august on final game tweaks
Oh, and the game title has been decided on… wait for the logo and graphics to be updated soon… 🙂