Mon 14 April 2014 8:08
There hasn't really been much to report recently, though lots has happened. Unfortunately, much of the work I've done isn't ready to show via a vlog, so you'll have to wait a little longer for my next one. The rest of the team have been beavering away doing what they can at this early stage, but nothing is really in a fit state to be shown right now. I imagine it's as frustrating for them as it is for me - a month since my last update, and it doesn't feel like we're a whole lot further than we were :( Still, I knew this would be a lengthy project before I started, so lulls in productivity are to be expected.
I've been spending my time doing some level design (both on paper and inside Unity using ProBuilder), re-writing the story synopsis, fixing the bugs I've found when playing Subnet inside geometry that's actually going to be used in the game, adding a few more network devices such as elevators and light switches, and creating a developer console. There's more, of course, but I'll keep it to the slightly interesting stuff ;)
We also have a new team member - Ray, who will be helping out with the environment art where he can. He's already produced some great textures for us, and is getting things organized for the art pipeline when we move into proper production.
We're in the process of waiting for concept art so we can start on modelling and texturing the detail in the environment we're building. Those of you that follow us on twitter will know that we've been working on getting a single level demo together, which will hopefully let us show you all exactly what Subnet will be all about.
In addition, I've been streaming a lot of development via Twitch, and you can see if I'm online by nipping over to the "Stream" page, or subscribing to my channel on Twitch. If you have any questions, please do ask - I will turn my mic on upon request and witter on at you for hours about anything Subnet related. Don't say I didn't warn you ;)