Dev Update #12 Nearing the End

The team and game

Currently the state of the team, and episode 1 are moving along swimmingly. Very soon we will be doing internal testing, and playing our game from start to finish which we are wholeheartedly excited for. With the transition into this internal testing phase we will be putting our steam page for Dark Storm Ascension live, and separating the VR Missions, and Dark Storm news, and game separately on Steam. Expect this to happen sometime in the next month.

The modeling is going splendid with amber the main protagonist nearly complete (finally!) Just a few minor adjustments, and she’ll be finalized. With her complete, we’ll be jumping to Jill, and other misc. characters.

She – Wolf is one of our main enemies. A boss that you’ll come across at some point in episodes. (Not the first) While our original concept of her was good.

We felt like it doesn’t make her unique and different. With her armors resembling many of the VR missions module armors. Instead we decided to take a more unique approach to really make the player know “This is a special character”. With the word “Wolf” in her name, we decided to go for a more primitive/future look. Without changing her over all look and design too much, we wanted to give her a more stealthy/primal feel to her. Stay tuned for for those concepts!

Level Design

The levels for episode 1 are coming along smoothly. With the lighting optimization near completion, we will be doing heavy internal testing with the AI, gameplay, and mechanics. We are very excited as this will be the first time we’ve been able to play our game from start to finish without any road blocks, or missing parts. I apologize for the lack of pictures, as it would be just a repeat of last weeks, however, soon we will be showing video of the current levels, and even some gameplay!

Programming

Our lone programmer (bless him), has been able to get some work in. Robert is both the Programmer, and producer, lead animator, and bunch of other points on the team. Therefore he doesn’t get around to doing as much programming as we really need *cough* we need more programmers *cough*. What he has done is some good work though! AI logic for engaging the player has been touched up, and they will be aggressive, and passive when need be, attempt to flank the player, and know when they need to back off.


Recruitment:

Due to our game being a royalty contract. (You get paid after the game is released based on how much time and work you put in), we often have people drop out randomly at random intervals as life demands. For this reason we are almost always looking for new people to bolster our ranks and join the Fenrir Team.

If you are interested, please check our post here for more details.

While a short Dev Blog this week, our game is coming along. As Episode 1 gets closer to completion, we will be moving our level designers over to the VR Missions Online. Yes Online! For those of you who are new, or missed previous dev blogs, our VR MIssions will be multiplayer! Complete with character maker, and armors, weapon customization options and more!

We are excited to get prototype gameplay in for the VR Missions, as we fill this will be a great multiplayer experience, that we wish to give our players outside of the single player game.

Other Ways to Support our team

Remember! Buying the VR Missions helps keep our server infrastructure up and helps us keep developing the game. It makes our lives as indie developers that much easier. If you’re not interested in the VR or already have it, go ahead and check out our Patreon by clicking the image below. Thanks for following us and we hope to have a solid release soon next year! Also we’ll be looking for QA testers to test performance and gameplay! So watch Indiedb closely!

Dev Update #12 End in Sight

The team and game

Currently the state of the team, and episode 1 are moving along swimmingly. Very soon we will be doing internal testing, and playing our game from start to finish which we are wholeheartedly excited for. With the transition into this internal testing phase we will be putting our steam page for Dark Storm Ascension live, and separating the VR Missions, and Dark Storm news, and game separately on Steam. Expect this to happen sometime in the next month.

Recruitment:

Due to our game being a royalty contract. (You get paid after the game is released based on how much time and work you put in), we often have people drop out randomly at random intervals as life demands. For this reason we are almost always looking for new people to bolster our ranks and join the Fenrir Team.

Currently we are looking for:

Programmers:

– Knowledge of C++ and or Unreal Engine 4 Blueprints.
– Ability to problem solve code problems independently.
– Ability to work with, and compromise problem solving solutions with other programmers.
– Able to put in at least 21 hours a week (3 hours a days) dedicated to working on Dark Storm.
Level Designers:
– Knowledge of Unreal Engine 4. or
– Ability and time required to learn Unreal Engine 4 independently.
– Ability to work independantly, and research the required material given.
– Ability to work at least 21 hours a week.
– Ability to have good communication with your lead, and other level designers.
– Ability to take the story, mechanics, and other directions given by a lead, and apply it to your level.
(We are also looking for a level design lead. Knowledge of managing, and abilty to put extra time towards the project is required, and or the ability to set time aside to learn. )

Modelers:

– Knowledge of importing assets and the requirements for Unreal Engine 4
– Ability to make 3-4 high quality assets a week.
– Able to have good communication with your lead, and stay on task.
Character Modelers:
– Knowledge of anatomy, and the human body.
– Knowledge of facial structures, and bone structures.

Audio Lead:

– Knowledge of Importing Audio into Unreal Engine 4
– Ability to cut up audio, and work with voice actors for sound quality.
– Knowledge of managing
Animators:
– Motion Capture clean up.
– Ability to make precise, well rounded animations in a reasonable time frame. (1 week for simple good animations)

The modeling is going splendid with amber the main protagonist nearly complete (finally!) Just a few minor adjustments, and she’ll be finalized. With her complete, we’ll be jumping to Jill, and other misc. characters.

She – Wolf is one of our main enemies. A boss that you’ll come across at some point in episodes. (Not the first) While our original concept of her was good.

User Posted Image

User Posted Image

[/img]https://thumb.gyazo.com/thumb/1200/_86a83d1346a1d8eaaf979ab9292bf558-png.jpg[/img]

We felt like it doesn’t make her unique and different. With her armors resembling many of the VR missions module armors. Instead we decided to take a more unique approach to really make the player know “This is a special character”. With the word “Wolf” in her name, we decided to go for a more primitive/future look. Without changing her over all look and design too much, we wanted to give her a more stealthy/primal feel to her. Stay tuned for for those concepts!

Level Design

The levels for episode 1 are coming along smoothly. With the lighting optimization near completion, we will be doing heavy internal testing with the AI, gameplay, and mechanics. We are very excited as this will be the first time we’ve been able to play our game from start to finish without any road blocks, or missing parts. I apologize for the lack of pictures, as it would be just a repeat of last weeks, however, soon we will be showing video of the current levels, and even some gameplay!

Programming

Our lone programmer (bless him), has been able to get some work in. Robert is both the Programmer, and producer, lead animator, and bunch of other points on the team. Therefore he doesn’t get around to doing as much programming as we really need *cough* we need more programmers *cough*. What he has done is some good work though! AI logic for engaging the player has been touched up, and they will be aggressive, and passive when need be, attempt to flank the player, and know when they need to back off.


While a short Dev Blog this week, and not too much to show in terms of pictures, our game is coming along. As Episode 1 gets closer to completion, we will be moving our level designers over to the VR Missions Online. Yes Online! For those of you who are new, or missed previous dev blogs, our VR MIssions will be multiplayer! Complete with character maker, and armors, weapon customization options and more!

We are excited to get prototype gameplay in for the VR Missions, as we fill this will be a great multiplayer experience, that we wish to give our players outside of the single player game.

Other Ways to Support our team

Remember! Buying the VR Missions helps keep our server infrastructure up and helps us keep developing the game. It makes our lives as indie developers that much easier. If you’re not interested in the VR or already have it, go ahead and check out our Patreon by clicking the image below. Thanks for following us and we hope to have a solid release soon next year! Also we’ll be looking for QA testers to test performance and gameplay! So watch Indiedb closely!

Dev Update #11 Beginning the final stretch

Welcome everyone to Dev Update #11.

We’ve been hard at work finalizing the levels for chapter 1 this past month, as well as beginning to lay the road for chapter 2 and 3. Running into snags while optimizing the levels we’ve had to adjust the level layout a bit for Chapter 1. We’re very excited to say that we’ll be play testing chapter 1 by , and plan to be in the gameplay polish stage by the end of next month (May).

Concept Artists

The concept art is the first flood gate in development, and while we have all of chapter 1 planned, they’ve been doing promo art on the side to bide their time as well as creating the modular armor pieces for the VR online. Now with chapter 2 and 3 being planned, they’ve started to do more concept for those area’s as well. While not much to show yet, we’ll certainly have more in coming the months. The below pictures are touch up art they did on previously planned sections in episode 4, and the concept for VR modular armors for players to wear.

Modular Armor concepts

Level Design

As mentioned previously, the optimization for the levels was a big obstacle for us. Now that we’ve finally beaten that issue, we can start work on planning out the lighting and finalizing of the levels to get ready for our near future gameplay within the levels themselves. Episode 1 has been hard at work getting the gameplay ready to be tested.

Character Modeling

Character modeling has been hard at work doing the first pass of modular armors, as well as polishing up the main character. Several passes of Amber have happened, and a few more polish passes will have to be done, but she is getting very close to completion.

Modeling

As usual, our modelers are nailing it. They’ve done a lot of spectacular work over the course of last month, and while I don’t have enough space to show everything, they’ve been doing many of the smaller detail props. The final missing weapons are finally getting done as well including the Heavy Ivan’s chain gun and stationary weapons for the enemies. We’ve been putting the final icing on the cake for all the current guns and applying their final textures. These will be shipped out to the VR once everything is fully approved as with the final amber mesh and updated gameplay animations.

Other Ways to Support our team

Remember! Buying the VR Missions helps keep our server infrastructure up and helps us keep developing the game. It makes our lives as indie developers that much easier. If you’re not interested in the VR or already have it, go ahead and check out our Patreon by clicking the image below. Thanks for following us and we hope to have a solid release soon next year! Also we’ll be looking for QA testers to test performance and gameplay! So watch Indiedb closely!

Dev Update #10 Finalizing Remaining Deadlines for Chapter 1 & VR

Concept Artists:

We have been playing with different promo ideas. Yes we know storm is spelled wrong but what is a blogging dev suppose to do? Just ignore it pretend its spelled correctly. In the final it would be obviously~ 🙂

VR Online:

We played with some loading screen graphics nothing final yet just WIP’s really and placeholders to get a nice design going we’d replace with our assets. Ethan is also blocking out and getting the actual level ready for internal playtesting at the end of the month!

Animation/Rigging

– Andrew has implemented Cloth physics for the Russian grunts and hes working on getting the final grunt revisions in. Improving their skinning overall no more weird clipping!

Character Modeling

We replaced Amber’s base knife on her back to a baton. From criticism in the VR to add a non-lethal take-down for melee and the dart attachment for Amber’s pistol. It will hang as a physics object on ambers pants that she’ll grab and swipe out when you wish to melee someone.

The base Ancile Female is almost done as they just finished up the male last week.

Programming

Been recruiting and polishing up the base systems like the Drone UI Widgets and Spot detection to be a lot better then the current implementation in the VR heres a preview. Also been working on expanding their investigative abilities for the AI so they can adapt to the player a bit more realistically.

When they hear sounds they enter a investigate Sound mode and place a marker I.E the blue icon that the AI can share and use in combat stages to find the player. Not to mention you can also notice the new detection meter that fills once they see you. Similar to Dishonored 2 or Assassins Creed.

Modeling:

They have been up to no good like always! Here some of their work from the guys . We also added a non-lethal secondary fire to Ambers primary weapon that will stun enemies and knock them out when used.

Level Designer Updates:

Lighting and other adjustments theres isnt to much to show this week since the areas they have been tweaking are bit of a secret so you’ll see them when you play. These are WIP and subject to change before release.

Dev Update #9 Well We’re Cooking now!

Team Update 3.12.2017

Few Team Vacancies

  • Particle effects artist
  • Animators
  • Prop modelers/Environmental modeling

Since we’re royalty we’re totally open to work with your schedule and the time you can contribute. If your interested send your reel or portfolio here(we have a very mixed bag from people in the industry to hobbyist level) we’ll setup an interview with one of our divisional leads if you meet the bar and get you started. So after reading if your interested check us out! 😀 If we’re not looking for a position you do but think you would be a good fit on the team whether it be PR or Audio related or just anything hit us up lets see what you got! Now read below and see what our talented team has been up to lately! There is a lot more to post coming up in the following weeks

Email Contact: recruitment@adarkstormiscoming.com

Website:

Our Website is currently undergoing a Maintenance for our release latter this year as we push closer to that goal. Heres a few tidbits from that mess! Im currently heading up that project as with our Teams internal Wiki page for pipeline implementation and Documentation and porting over all our dozens of word docs on Google Drive over to this system.

Adarkstormiscoming.com

Its certainly not final yet and we’re still working on the tweaking it will be up in its final form in another month or so. But for the time being we’ll be focusing all traffic to our Indiedb instead.

Custom Wiki

Ive also been working on a custom Hub besides our team discord for keeping on the same page for scripted sequences and converted our G DOC and O SO many Google Drive Docs to one page for everyone. The Leads agree this switch by-myself will help us coordinate better and be all on the same page no more losing bookmarks and links excuses! 😀 We have a pretty open team structure so im very excited to see how it turns out for the company and team in the long run using this software.

VR Missions:

Heres a few missions we’re tweaking and adding to the VR about 2-3 dozen more are on the way in the next VR overhaul we’re aiming for about sometime next month if we get the animators we need!.

Prop Modeling:

Rob Lawrence: hes been revising the old gun placeholders we have now and has been updating them and giving them that final polish look. Sexy Aint it? I for one cant wait to push out the next update to the VR we have tons planned that we hope will make our fans very happy!


Plus some updates from the other Prop Modelers

Level Design:

Joel: Hes been working on finalizing up that Motor Pool/Secured Loading Bay

Sean: Hes been helping Joel map some underground tunnels

Joshua: Hes been tidying up some side areas that still need adjustment plus their final lighting placed in and built. Yes those annoying square tiles we know about them

Jacob:

Hes been experimenting with lighting in a few seconds for After the attack stages nothing to final yet lighting takes a LONG TIME to find a balance and something that looks nice. To me its a bit too dark in some areas but getting there.

Concept:

Maik : played around with some Cover ideas for Chapter two. We’re going for B3 currently with some adjustments ~

Other Ways to Support our team

O and remember, buying the VR Missions helps keep our server infrastructure up helps us keep developing the game. It makes our lives as indie developers that much easier. If your not interested in the VR or already have it check out our Patreon by clicking the image below. Thanks for following us and we hope to have a solid release soon next year! Also we’ll be looking for QA testers to test performance and gameplay! So watch Indiedb closely!

Dev Update #8 Animation Rig / Lighting

Poster/Promo Art Teaser!!

I know i’ll be putting one one my wall once its finalized! Anyone else? We’re considering putting up a poster shop for all the tons of cool designs we have! Would anyone be interested in that sorta thing? Once they are polished up of course! 😉 Which do you guys like more out of the two?

Animation Rig / Character Modeling


Andrew the new guy we brought on two weeks ago got to work quickly and hauled it to get us a working facial rig and simulation to cloth,breasts and hair. Its working quite decently below besides some skinning mishaps that will require adjustment but i cant wait to see the final version as we work close to completion. Its rather all coming together nicely! We tested it on Lauren Amber’s sister since shes the closest to being done there really nothing else we’re going to change on her. Amber is next we’ll be starting her tonight! Hope to show some updated related her gameplay and new animation quality soon!

We’ll be adjusting some skin weights over the next weeks on her to fix some simple deforming here and there

Give these Gif’s a second to fully load and cache they play slowly initially

https://gyazo.com/100dea0d4758f7b38a5e983f8d86a2a3

Cloth Simulation,Breast Simulation at its finest. still W.I.P

https://gyazo.com/a8b4288e0991a460257a47228995a185

Falling Cycle Testhttps://gyazo.com/14b4829bae74218239052d438c9117d7Fall

https://gyazo.com/e83e363a5a0947b1080a9284c76d074b

Facial Rig Progress:

Not we can finally get out there and recruit a gameplay animation team and another for cutscenes since we now have a very reliable rigger supporting the animation pipelines infrastructure. Cheers Andrew! P.S im terrible at animation all i made were weird poses xD

https://gyazo.com/932295e22337f0d660d1576fdb655f5ehttps://gyazo.com/f6fb19e3b97c440c6afa43448431dbb5https://gyazo.com/286131ead66e68c785da8c1ec2f7a938

Marco

Jill Progress its getting there! ^)^

Prop Modeling


Dimity has been being a wizard like always working on converting some glass types to destructible assets and filling in some more vent variants and general modular pieces to the last needed sets. As always its in W.I.P so there are a few more passes before its ready for release. Just some high poly previews


Sam Simmons

Been working on some Misc decals and assets.

Rob Lawrence :

Made some new set pieces as you can see here for the level designers

Jake :

a shelf! =D?!


Level Design

Javonni has been working on some revamped VR levels and adding more. Here he is reworking some of the tutorials making smaller more concise ones.

Lighting Work by Jacob

Sean

Level Layout Adjustments done for the Armory. I know it was just only last weekend i showed you their drawing layouts but hes just that fast! Keep it up

Joel Knights

: Progress on the Vech Pool / Loading Bay. Its getting there but we’ve paired Sean and Joel to finish this section completely by next Sunday.

Dark Storm Ascension/VR Dev Update

Level Design: Optimization and Reworking on key Plot Zones

We’ve been super concerned about the game play and layout of certain key rooms so we’ve been tweaking them as needed and getting them ready for closed testing in April.

Team Update 2.27.2017

Few Team Vacancies

  • Particle effects artist
  • Animators
  • Prop modelers/Environmental modeling

Since we’re royalty we’re totally open to work with your schedule and the time you can contribute. If your interested send your reel or portfolio here(we have a very mixed bag from people in the industry to hobbyist level) we’ll setup an interview with one of our divisional leads if you meet the bar and get you started. So after reading if your interested check us out! 😀 If we’re not looking for a position you do but think you would be a good fit on the team whether it be PR or Audio related or just anything hit us up lets see what you got! Now read below and see what our talented team has been up to lately! There is a lot more to post coming up in the following weeks

Email Contact: recruitment@adarkstormiscoming.com


Javonni.
Has been practicing being a ninja while working on the offices and then passing the center area off for final lighting to Sean and Jacob. Heres some of his work!





Ethan: Hes just kinda beating people with sticks? Yeah i know right its kinda his job right now to beat the level designers when they dont optimize their levels . O right and hes also updating the VR Blueprints for the next huge update… Classic Ethan on optimization (Firefly fans anyone?)



Sean F.

Sean is from the Killing floor 2 modding community heck you’ve probably played one his maps by now if you fiend on that game!Our new guy has been working on revamping some in-between sections where patrols and just general exploring will bog the player down and ensure they fully gauge the nearby patrols and the level layouts. There are some example shots below! The first is the previous version and the ones after that is his latest!


New version





Alexander.

Is the other new guy another Killing floor 2 Mapper hes been working on optimization and squeezing every little frame out of the parcel room . Heres some of this work


Top is the Old One, bottom is the newer version

Joshua !
Besides that the level designers like Jacob and the rest have been optimizing and seeking to get the framerate at a stable 90 and keep it there across modest spec computers. Via Adding LODS, Grouping Meshes to reduce draw calls and across the board simplifying some materials that are way to complicated for their own good. Its a very lengthy process along with lighting that will take up the next few months easily to ensure the game is stable and is fun!


Joshua
They have been working to lock down the lighting in their assigned sections and finish polishing up one of the last main gameplay sections. As you can see a few textures are still placeholders certainly some things will change between this and the final release latter this year. Below are the Sub level 2 Barracks/Living Quarters that the Ancile Mercenaries Live and “Play” during their day to day operations at Irving’s Dynamics Apex Facility. (P.S Ignore the New plugins are available! )




Joel
Is Currently working to finalize the last huge gameplay section that includes various levels of vertically to give the player choices and allow the player to use multiple pathways to accomplish their goals plus giving them plenty of room to just generally explore and learn what transpired here and about Irving through text/audio logs. Again remember this is a heavily in W.I.P section so keep in mind a lot still needs to be filled in generally but its certainly getting there!





The Modelers have been busy bees shooting out assets to keep the level designers busy here are some of their assets from their side of things! If you ask me i sometimes think they are part robot!



Some Character Modeling Work from Miguel & Marco

Jill Shes missing her hair mesh still in the works!

VR Missions:

Since the initial inception it has always been our goal to deliver a platform that would allow players to play offline in the abstract wacky training missions and online. Im glad to announce after the lead programmer finally getting over his sickness he’ll be taking over that with Ethan and bringing the VR with a few new feature updates to bring the gameplay back up to par and ensure its an experience on its own and for anyone that buys the VR there will be a significant discount on Dark Ascension Chapter 1 and all future chapters from the Ascension name. Its our way of thanking you guys for your continued support we really appreciate it, that and your patience .

The VR is somewhat universal of sorts neglecting levels and some main characters everything we do in one gameplay wise/animation wise directly will affect and improve both VR and Ascension.We value the feedback you guys have written on our steam store page and if you would like to support our team visit our Store page and pick up a copy and brace yourself for the upcoming VR news next month! All i can say is there is a major balance and gameplay overhaul coming that will be simply compared best as substantial. Yes and you get the new snazzy drone system! Show below

We’re also updating this old Mess from the VR and revamping and simplifying the backend via the more basic level scripts that handled teleporting the player between levels and back to the hub to a simpler one or two functions that are more modular in function. Overall these tweaks will take a day or two at most but we’re waiting for some animations and level design additions to buff up the level VR level roster. We’re looking at adding about a dozen or so more maps and then fully start supporting that Online mode we’ve been teasing in the current VR hub. Stay Tuned for this! 🙂

Feel free to share your opinion and thanks so much for continuing to support us! =D

Other Ways to Support our team

O and remember, buying the VR Missions helps keep our server infrastructure up helps us keep developing the game. It makes our lives as indie developers that much easier. If your not interested in the VR or already have it check out our Patreon by clicking the image below. Thanks for following us and we hope to have a solid release soon next year! Also we’ll be looking for QA testers to test performance and gameplay! So watch Indiedb closely!

The Story So Far…. New Years Update!

The Story So Far….

Some beautiful level shots Javonni and Rob and the other prop modelers have been working on for the past months. Some edits are still going to be undertaken so its not final yet!

https://gyazo.com/b31025c61c6dc95b1cb52933c59e1bf0

_________________________________________________

Recruitment:

We are currently looking for a reliable Rigger,a few animators and Prop Modelers/ Environment Artists to help fill in some empty slots in the team. If your interested check out our Recruitment thread here.

Level Design & Modeling:

Level Design pace has improved and we are now in the final stages of finalizing gameplay sections and working on lighting. Lighting is taking up a LOT of time and we’re working to improve and adjust some areas in terms of their color balance and finalizing their textures. In the following i’ll talk about some sections and their overall progress.

https://gyazo.com/2e9b45356b2517d74430aef063d9eabb

The Vech Loading Bay: Vertically was important in this section we wanted to give the player the flexibility to step back and approach sneaking in many ways in both sections.

https://gyazo.com/e8fd7e858f937e5d2a617402a3d345a0

Joel Knight: He’s been working with Joshua to finalize the secured loading bay and vech bay. You can see some early screenshots are on a few locations you’ll visit early in the game’s storyline.

https://gyazo.com/dd02ef53e61b289c0e05be9d503217f4

We’re still very much in the progress of filling the sections in, as you can see with some of the remaining “Gray” meshes that are awaiting textures . But it’s been coming along just great.

Here are some heavily W.I.P Sections you can check out as well!

Steam Dev Days:

Also for the first time ever our team met in person for steam dev days and even got to talk to Epic Games during the event! It was a great experience so hello, From some of the Dark Storm Lead Devs.

From left to Right Ethan Blueprint Artist, Issac Producer Assistant/ Lead Level designer , Javonni Company Co-Owner/Level Designer , Robert Company Co-Owner/ Lead Programmer

Concept Art :

Here is some beautiful artwork from Ashley and Maik and their talented concept artist division. For some promo art to posters,artwork you’ll see in the final game.

Promo Art for Amber

Ancile Female Merc’s

Snow Environment Concepts Boss Fight Against the heavy Ivan| Shewolf

Poster Art for In-game

Lauren sister of Amber

Promo art for Lauren

Future Concept Draw ups.

Occasionally for big sequence moments we have our concept artists draw promoish concepts to demonstrate the given moment. Here are a few for the latter chapters we’ll be releasing.

Character Modeling:

Updated Amber Player Mesh coming to the VR and final core game soon!. W.I.P We’re still working on these!

The Revised generic solider grunts that will be in the core game and replacing the grunts in the VR.

Sniper Updated Meshes:

Dark Storm Shattered Dreams

Some models of Lauren and her spacesuit form a spin off mini-game we’ll be putting out sometime next year. We recently submitted a game called Shattered Dreams to Adventure Jam 2016. Watch the intro video and play the game for free below! We’ll also be uploading it on Indiedb as well.We want to revamp it and release it on steam at a latter date next year. Here are some basic WIPS from that as well

Animation & Programming :

Nothing to show yet we’re still polishing and revamping the AI implementing audio to better communicate what they are thinking and working on reworking their vision cones and how they perceive their environment . We’re working on revamping and improving our animations and we’ve been looking to recruit a new animation lead and rigger to help us improve our facial rig and skin the finalized characters we have already. So odds are you’ll see us recruiting pretty heavily over the next month looking to fill more animator positions. If your interested and think you have a talent we could use to help us out in finishing head over to this thread grab the email on it and feel free to apply.

VR Missions :

We made a separate page here for the VR Missions to avoid confusion as to being the same game. You can follow its progress here.

Other Ways to Support our team

O and remember, buying the VR Missions helps keep our server infrastructure up helps us keep developing the game. It makes our lives as indie developers that much easier. If your not interested in the VR or already have it check out our Patreon by clicking the image below. Thanks for following us and we hope to have a solid release soon next year! Also we’ll be looking for QA testers to test performance and gameplay! So watch Indiedb closely!

Dark Storm VR Missions Update #7 0.3.5 Now Live!

Dark Storm Shattered Dreams

Also a free game! We recently submitted a game called Shattered Dreams to Adventure Jam 2016. Watch the intro video and play the game for free below! We’ll also be uploading it on Indiedb as well.

Dark Storm VR Missions

Dark Storm VR Missions Update #7 0.3.5 Now Live!

There’s a lot more coming and heres our roadmap left for the game so you can track progress. Our Goal is to finish up the VR completely before the end of the summer and add about a dozen more levels in all. We’re currently at 0.3.5. Between Base Gunplay and Customization of Weapons

Dark Storm VR Missions Patch Versions

0.1- Base Movement
0.2- Special Player Actions
0.3- Base Gunplay
0.4- Customization Weapons
0.5- Vaulting/Parkour system
0.6- Executions / Takedowns (CQC)
0.7- Cover System
0.8- Advanced AI
0.9- Coop
1.0- Multiplayer

Patch Notes:

Added Coop Text information to hub
Added Verses Text information to hub
Fixed 1P Ironsights
Fixed 1P Relaxed movement/blends
Weapon switching animation added
Roll animation implemented (slide added only while sprinting)
Changed Amber’s Mesh to a more modular approach This means it’s easier to adjust her clothes to apply new costumes and armors(which will be coming in a another update later this year)
Fixed an issue where ambers clothes would fly away when Crouching & Proning
Adjusted Amber’s hair so the hair Shader is more realistic
Added Impact FX’s and Blood Impacts
Fixed an unlimited Ammo reload bug on the shotgun
Added a interrupt feature when reloading the gunshot
Added a Weapon Switching System (She now grabs weapons and equipment from herself when switching to a pistol or rifle)
Recoil Added to weapons will see some tweaks overtime
Rolling Left and Right when iron sighting added
Fixed the Edges being cut off on the HUD ingame
Polished up the Menu Graphics and added highlight and click designs
Picking up Dead Bodies and tossing
Adjusted the Font in some UI elements and cleaned it up
Added a special 3P Mesh and 1P to resolve clipping and Camera issues
Added adjustments to the VR HUB including zero gravity enabled cubes that dynamically bounce off each other and cube walls that when touched will dissipate blocks in a random direction (also fully dynamic)
Added a VR save console to the VR Hub that can be used at any time to save overall progress within the VR
Experimenting with new forms of level structure including dynamic environments with floating cubes and modular levels.
Fixed misc bugs throughout the VR
Added in marker templates for new VR features (Encounters/Arena)

Weekly Concept Art Issue #2

Hello again everyone, and welcome to Issue #2 of the Dark Storm Concept Art.

Last week we introduced a few more eerie pictures. Some of you may have been thinking. “Well that’s great, but where are the guns?! It wouldn’t be a stealth action without an array of weaponry!” And you’d be right!

So this week, that’s what we’re bringing you. Feast your eyes and decide which one is your poison.

(Please remember all things are still a work in progress, and may be changed by release)

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Sniper Rifles are always my bread and butter, however as you can see we have an assortment of weapons to choose from.

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(Note the Shotgun in the concept has been changed to an “energy” like weapon. A different shotgun will be taking its place)

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As you can see, we plan on having many attachments for every weapon as well.

Weapons which we plan for but are not included in this Issue, is a crossbow, various explosive devices, and grenades.

Feel free to put your input below!