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Production Update #4: The State of the Game

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Hello dear backers!

As we near the end of the year I wanted to take a second to fill everyone in with where things currently are with the project! In short, there has been a TON of amazing work done in the past 8 months.

For this game we're working on a brand new engine so a lot of programming time has been spent building really solid tools and systems that will provide content creators with the streamlined workflows they need to build a truly amazing game. And that's just what they've been doing!

The Maiden's Feast and Cloud Colony areas you've likely heard referenced in the documentary videos are playable in game on almost all of our supported platforms. These areas have beautiful multi-layered parallaxing backgrounds and contain numerous puzzles. We have hundreds of animations and cutscene layouts hooked up. We have over a dozen characters in game. We have over 500 lines of dialog for them written by Tim with scratch dialog recorded by members of the team hooked up in game. And we have rich ambient sounds and music playing in game.

Honestly, things are really shaping up!

But this is just the tip of the iceberg. When development ramps back up next year we'll hit the ground running and really be able to crank out a ton of awesome stuff for you to enjoy. In fact, we've already started with concepts and layouts for the boy's spaceship and those areas will move into full on production as soon as we get back from the holidays!

It really has been an amazing year and now that we're in full on content creation mode I can't wait to watch as the entire game really starts to take shape.

But first, AMNESIA FORTNIGHT!

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Could the engine you've developed serve as a foundation for future adventure games, like possible sequels to Reds or other original game concepts?

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Nice! Can't wait for the a new documentary episode! Also, have fun with AF. Sounds like a blast.

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Could the engine you've developed serve as a foundation for future adventure games, like possible sequels to Reds or other original game concepts?

We're hoping it could serve as a foundation for future games, adventure or otherwise. Right now the Buddha engine, which was developed for Brutal Legend, powers all of our 3D games, from Costume Quest to The Cave to Stacking. So with the 2HB toolset based on Moai, which we're using for Reds, we now have an in-house 2D solution as well. That's a great situation to be in!

Also, we're hoping other studios will get use out of the toolset as well. Eventually, we will be doing an open-source release.

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OMG! Episode 7 spoilers!

Thanks for the update, Greg. You didn't need to, though. We trust you.

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Could the engine you've developed serve as a foundation for future adventure games, like possible sequels to Reds or other original game concepts?

I'm with inm8num2 on this one, getting a chance to monkey around with the program engine as either a bonus or as a stand-alone program would be great, especially if you opened an area within the forums for people to showcase them, or gather mini-production teams.

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Could the engine you've developed serve as a foundation for future adventure games, like possible sequels to Reds or other original game concepts?

We're hoping it could serve as a foundation for future games, adventure or otherwise. Right now the Buddha engine, which was developed for Brutal Legend, powers all of our 3D games, from Costume Quest to The Cave to Stacking. So with the 2HB toolset based on Moai, which we're using for Reds, we now have an in-house 2D solution as well. That's a great situation to be in!

Also, we're hoping other studios will get use out of the toolset as well. Eventually, we will be doing an open-source release.

What Chris said! On top of that though, we'll have a lot of awesome adventure game-specific tools by the end of this. Would be much easier to make another adventure game after this!

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What Chris said! On top of that though, we'll have a lot of awesome adventure game-specific tools by the end of this. Would be much easier to make another adventure game after this!

Excellent. :)

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Is MMOJ based on this as well? Or is that an entirely different engine? Looks like it might be flash.

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Is MMOJ based on this as well? Or is that an entirely different engine? Looks like it might be flash.

MMOJ is in Moai's own brag section, so probably. http://getmoai.com/made-with-moai.html

Yes, it is, though of a slightly older vintage. Both projects use 2HB, but Reds has some new tech in it (like Oliver's skeletal animation system) that came online too late for MMOJ to use.

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I'm wondering, will it be possible for people in the community to make their own adventure games using the Reds engine?

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I'm wondering, will it be possible for people in the community to make their own adventure games using the Reds engine?

That's the hope, eventually! Once we've done an open-source release, it should be fair game.

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I'm wondering, will it be possible for people in the community to make their own adventure games using the Reds engine?

That's the hope, eventually! Once we've done an open-source release, it should be fair game.

Fantastic.

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As a hobby developer the whole open source release of your work tools seems great. But something I'm concerned about is the actual "open source" part. Does this mean that it'll be completely free to use, and if yes, I guess that rules out you guys making any money off of it and with that you won't really prioritize keeping it up-to-date or adding new features, etc.?

If you're going to built an awesome set of tools, that might be able to become a jumping off point for other developers, wouldn't it be better to set a small fee that would then allow you guys to set off time every now and then to make it better and keep it updated properly so it works with all the latest tech?

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As a hobby developer the whole open source release of your work tools seems great. But something I'm concerned about is the actual "open source" part. Does this mean that it'll be completely free to use, and if yes, I guess that rules out you guys making any money off of it and with that you won't really prioritize keeping it up-to-date or adding new features, etc.?

If you're going to built an awesome set of tools, that might be able to become a jumping off point for other developers, wouldn't it be better to set a small fee that would then allow you guys to set off time every now and then to make it better and keep it updated properly so it works with all the latest tech?

Well, we'll make money from the games that we develop using that tech. But we're not really set up to be an engine licensing company--that's a really big commitment that requires a lot of internal support and engineering infrastructure that we wouldn't enter into lightly!

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The progress all sounds great! Does this mean there is no more development of the game this year?

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Well, we'll make money from the games that we develop using that tech. But we're not really set up to be an engine licensing company--that's a really big commitment that requires a lot of internal support and engineering infrastructure that we wouldn't enter into lightly!

That's what I thought; Double Fine makes awesome games so if their engines are open doesn't mean that would be that much of a vice...

-Other people can make contributions hence pushing the engine further.

-Double Fine will be able to focus on their games as before, and if needed upgrade the engine, as needed, like they basically are doing with REDS at this point.

-Most engines need some customization in order to work right for the given task.

In short keeping it open is awesome, as long as your programmers get payed :)

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damn i just hope that greg will do some voice-overs in the final version. his dialogue tree was amazing! (chris wasnt bad either of course :))

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Could the engine you've developed serve as a foundation for future adventure games, like possible sequels to Reds or other original game concepts?

We're hoping it could serve as a foundation for future games, adventure or otherwise. Right now the Buddha engine, which was developed for Brutal Legend, powers all of our 3D games, from Costume Quest to The Cave to Stacking. So with the 2HB toolset based on Moai, which we're using for Reds, we now have an in-house 2D solution as well. That's a great situation to be in!

Also, we're hoping other studios will get use out of the toolset as well. Eventually, we will be doing an open-source release.

What Chris said! On top of that though, we'll have a lot of awesome adventure game-specific tools by the end of this. Would be much easier to make another adventure game after this!

Awesome, guys! That sounds great. I have no doubt DFA will do quite well, and hopefully the adventure renaissance/resurgence continues!

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That's great! Thanks for the update! Please be sure to devote a post to detail your pipeline and the tools that you are building for the designers. As an indie developer myselft, this information is pure gold!

Keep it up!

Jos

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Awesome. Even without the video content to show us clips of things that have been going on in the past few weeks, it's really nice to get a text update of the game's overall status at this exact moment. Feel free to do another one of these any time! Enjoy your holiday gauntlet!

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