Let's Get (Un)Real
Posted 03 November 2014 - 06:58 PM
We’re here. We’re alive. The design of the game has not changed or been compromised in the least. The focus of the game has been, and will continue to be, the same – a hard hitting, realistic combined arms first person experience following the Allied forces from D-Day to the closure of the Falaise Gap and the ultimate defeat of the German 7th Armee.
Despite the rumors and whispers in the wind, Festung Europa still exists and is still very much in active development. In fact, we have probably been more active these past several months, than in the previous years combined. Most of this is due to the fact that we quietly made the decision at the end of this past summer to head back to our “roots” and slide production on FE over to Unreal Engine 4. Rather than go into the litany of reasons of why the decision was made, the fact that we’ve been able to implement some important features, and eliminate some significant obstacles to progress, within only weeks of picking up the engine proves to us that we are on the right track and moving in the right direction. We are now able to conceptualize, prototype, and test what we want to implement in FE in a faster and smarter way; all the while without losing an ounce of the impressive graphical fidelity we intended to bring to you with our previous engine choice.
So, where do we go from here?
For starters, in the short term, watch this space in the coming weeks (not months), for video blogs highlighting some of the things we are working on right now. We’ll also be revamping the media section of our Festung Europa website to feature our assets and environments as they will appear using the power of Unreal Engine 4.
In the New Year, we will be looking for YOUR help in moving Festung Europa quickly into a playable state. As soon as it is possible from a practical standpoint, we will begin Twitch streaming our internal test sessions to the public on a semi-regular basis so that you can witness firsthand what we are currently working on, and you’ll be able to interact with our developers directly to give your feedback in real time.
Also, by popular demand, we will be rolling out a crowd-sourced funding campaign in an effort to assist us with the serious financial challenges we face in creating the game. To date, almost all development costs have been shouldered by members of the development team – not to mention completely on the basis of hundreds, if not thousands, of hours of free time. In order to keep the game on schedule AND be able to provide you with the game we all want, out of absolute necessity, our little business needs to transition beyond the very limited pool of funds that it currently relies upon to a more regular and adequately sized source of income. More details to come in the next couple of months on what form this campaign will take, and how you can play a role in making it successful. In the meantime, stay tuned, and watch this space for more news and information.
Thank you again for your support and patience.
Posted 03 November 2014 - 07:56 PM
Posted 03 November 2014 - 09:24 PM
Posted 03 November 2014 - 10:46 PM
Posted 04 November 2014 - 12:17 AM
One of the things that really caught my eye when researching CryEngine was the fact that there are no high count Multi-Player FPS games built on it. I immediately thought, "Oh, that's going to be a huge problem". I guess it all makes sense now.
Important move, CryEngine had great lures to it, but guess it just didn't fit well. I hope it wasn't much a set back and this change will begin to pave the road to success. Maybe one day some other roads will run into your road and we have a bigger better road ;P
Posted 04 November 2014 - 04:41 PM
Glad to hear the team is still alive. Does this mean the team is starting from scratch again? Looking forward to following your progress.
No, not quite from scratch. This engine change has allowed us to finally put in features that have taken years to implement with the other engine.
Posted 04 November 2014 - 08:30 PM
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