Consortium: The Tower - Progress Update

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Spaceman
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The Consortium: The Tower team have released a progress update.

...
Our overall approach revolves around the idea that we're getting all of the core mechanics and gameplay content created and working well together---getting the game simply fun to play. After this is achieved, we will be spending all our time polishing the visuals and refining the gameplay mechanics based on playtesting.

So, after starting with a clean-slate Unreal 4 project in June:


  • Most of the Consortium Game One game mechanics and relevant content are now fully ported and working in Unreal 4. This includes recycling and utility energy, inventory, player dialogue systems, weapons and all core combat mechanics, GUI, sounds, alignment.
  • As for new stuff: we have two new weapons, the Freefall suit flying mechanics, swimming and water, wind and fans, ledge-grabbing/parkour, the conversation manager, a 3D automap, the Agitation meter system, and multiple stealth related mechanics all working.
  • We are well on our way to getting fully playable "whiteboxed" versions of a large number of interconnected levels. Given the radically different level design requirements of The Tower compared to Consortium Game One, it is a relief to be at this stage.
  • We have adopted a level design philosophy that is similar to how Bethesda approaches their game levels, in that we are creating modular "kits" that will maximize level designer freedom and creativity while heavily minimizing custom art assets. The levels themselves are all streamed, to help create a seamless experience devoid of loading screens. They will also not feel like levels, but instead interconnected parts of the massive to-scale interior environment of the Churchill Tower.
  • We have created solid modular art assets for the Office, vents, pipes and construction kits.
  • We've made a bunch of major improvements to our iDGi-1 Interactive Storytelling system from Game One. Steve now has vast scripting abilities that he did have not have before, which will not only result in a more reactive and customizable experience for each player, but also represents a significant improvement in the overall efficiency of our production pipeline, and will result in less bugs and logic issues with all interactive story related content.
  • Last but certainly not least: Steve has been making use of this new tool (the iDGi-1 editor) for months now, and has a huge amount of the interactive conversations written, we are approaching our first VO recording session for the project!
[...]

In game screenshot

Here is an undoctored screenshot of the game, displaying one of the more finished art assets in the game (though still not final, of course...), the maintenance/air vents of the Churchill Tower. Explorers of the Churchill Tower will become quite acquainted with these...

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More information.
 
Joined
Feb 13, 2014
Messages
9,317
Location
New Zealand
I'm looking forward to this one. I hope it all comes together after they restarted with Unreal engine.
 
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