weshallwake.com
WE SHALL WAKE: April 2014
http://www.weshallwake.com/2014_04_01_archive.html
We Fixed The AI Slowdown. Daniel and I sat down this afternoon to try and kill that AI performance bug I mentioned in our last post - and I'm glad to report we fixed it. The game should run smoothly on a variety of hardware now. You see, we have pretty powerful AI that was taxing on the performance of the game - it was dropping our frames down by like a factor of ten on MY computer (which is unacceptable! Update 783 : 8.012ms. Physics step : 0.247ms. Update entities : 6.802ms. Update hud : 0.021ms. Howev...
weshallwake.com
WE SHALL WAKE: June 2014
http://www.weshallwake.com/2014_06_01_archive.html
Hey guys, doing this a little early as I'll be a tad busy tomorrow. So, I know I didn't update last week. That's OK. We're working on a new video that's going to have a lot of progress in it. This means that we'd like to refrain from posting too many screenshots for a while so you can get the full effect of the massive amount of progress we've made in one quick burst that's going to blow you out of your chair. I will have much to show soon, please be patient! See you next week! WE SHALL WAKE BLOG.
weshallwake.com
WE SHALL WAKE: August 2014
http://www.weshallwake.com/2014_08_01_archive.html
Overall Update on We Shall Wake (August 2014). Sorry for the lack of news - I hope you haven't lost interest in the project! Improvements to AI have mostly been optimization - and I've had a major increase in the allowed AI on a floor with just the updating. Using LOD logic systems, we can fit about 100 AI on one floor without LOD models being enabled before I experience slowdown on my rig - compared to the maximum of 60 in Demo 6. As for combat, it's mostly been just bugfixes and new moves.
weshallwake.com
WE SHALL WAKE: August 2015
http://www.weshallwake.com/2015_08_01_archive.html
Now that DEMO 7 is out (check it out if you haven't already), we've gotten a lot of feedback on We Shall Wake's combat systems and its nuances. One of the main complaints stemmed from how group combat is approached and how that the air stomp is overpowered and over-relied upon. For example, we had always intended for people to fight in WSW in a more guerrilla pick them off one-by-one style; however, many players wanted a more direct approach. By default, the C-Field will only blow enemies back a short di...
weshallwake.com
WE SHALL WAKE: Introducing Compression-Fields
http://www.weshallwake.com/2015/08/introducing-compression-fields.html
Now that DEMO 7 is out (check it out if you haven't already), we've gotten a lot of feedback on We Shall Wake's combat systems and its nuances. One of the main complaints stemmed from how group combat is approached and how that the air stomp is overpowered and over-relied upon. For example, we had always intended for people to fight in WSW in a more guerrilla pick them off one-by-one style; however, many players wanted a more direct approach. By default, the C-Field will only blow enemies back a short di...
weshallwake.com
WE SHALL WAKE: Press Information
http://www.weshallwake.com/p/press.html
We Shall Wake – DEMO7 Available August 5th. Kentucky, USA, August 5th 2015 – High speed action game We Shall Wake's latest release, DEMO 7, will be available for free download to everyone on the 5th of August. High Speed, High Flying Combat. DEMO 7 is a chance for players to try out the combat system, and learn a little bit about the world of We Shall Wake. It includes a customizable wave survival mode, as well as tools to create other gametypes, with several hand-crafted ones included. Players c...
weshallwake.com
WE SHALL WAKE: December 2014
http://www.weshallwake.com/2014_12_01_archive.html
Saturday Update #23: January 1st. It's been a while. But we've been hard at work. Gonna have some really cool stuff for you in the upcoming weeks. However, I want to show you this first:. We have a little thing called the Variable system I've added too - which is a lot like the skulls in Halo. But a lot of this will be elaborated on in our January 1st video. So stick around, this is gonna be good. I'm gonna keep this brief since you'll get a complete lowdown in our next video - but until then. Anyway, Fo...
weshallwake.com
WE SHALL WAKE: October 2014
http://www.weshallwake.com/2014_10_01_archive.html
We Shall Wake tech - A threading system for a game engine. Sure is a lot of posts today. With all the Java performance myths out of the way, let's take a look at the threading system of WSW. So what's a thread? A single core processor at 1.00 GHz with 1.0x total performance. A dual core processor at 0.80 GHz with 1.6x total performance. A quad core processor at 0.63 GHz, with 2,52x total performance. An octa core processor at 0.5 GHz with 4x total performance. 1 main thread, which is the only thread allo...
weshallwake.com
WE SHALL WAKE: March 2014
http://www.weshallwake.com/2014_03_01_archive.html
Saturday Update #9: Keepin' On Keepin' On. This week we did some really cool stuff. First of all, the particle engine was finished - so I got to implement some cool effects to the game like sparks, flames, and dust explosions. Really neat. Other than that, I did some tweaking and polishing. Along with recruiting a new modeler. No big deal. Ha ha - just kidding, that's a huge. We have a new modeler! Have a nice week! Early Saturday Update #8. Anyhow, here's what I did today:. This may not seem like much, ...
weshallwake.com
WE SHALL WAKE: May 2014
http://www.weshallwake.com/2014_05_01_archive.html
Forrest is currently rigging MORS, and I've been vastly expanding and modifying the combat engine. The rigging is going well, we ran into a minor problem with the skeleton being too small, but that's an easy fix. So we should be good to go soon. It's pretty dang neat. We also picked up an artist who's going to be hooking us up with some crazy environmental art:. Anyway, that's all for now. More to come! Saturday updates are now full throttle again. Truly yours, Circadian. Isn't just me, we're actually a ...
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