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globe iconGreetings, Neithusians!

It has been a while since the last time we posted a development blog, and many have wondered about the state of the project. We apologize for the secrecy, but can assure you that we are still working as hard as we can. The last 9 months have been very busy for us, but we feel that we are now able to shed some light on what we have been working on.

There has been a 'little bit' of a change, and by that I mean some very large adjustments to structure and the project overall.  Up until roughly 9 months ago we were developing Dark Relic on Hero Engine, but as development continued we had a look around at other options, Hero Engine had some great networking tools which allowed us to build elements we wanted to, however it's now beginning to show it's age in many other areas.

After looking around at different engines that might fit our needs, we decided to do a few tests with Unreal Engine 4. These tests lead us to make a mini-project, a project we posted a few sneak peaks from at the end of last year. The purpose of this project was for us to figure out what we could do with the engine, and how long it would take us. The mini-project became a solid reasoning for us to want to switch engines for Dark Relic.  It had all the features we required to make the systems we had planned, and it had the tools to make our workflow a lot more efficient. At the same time, the engine is able to give us the newest generation of graphics, which was something we felt we lacked in Hero Engine.

A number of systems are now in a prototyped state. They are by no means ready, but in the last few months most of our previous work from Hero Engine has been recreated. So far, we have implemented very basic combat, very basic inventory, the dialogue system has been started, and the framework for quests are in its basic state.  Overall we are probably at about the same progression stage as we were in Hero Engine.

Switching engine has been a setback in the short run, originally we would’ve been well into our Kickstarter and would have had a lot more content to show you. However, now that we are working in Unreal Engine, we have seen our workflow become tremendously more efficient. We might have lost some months, but we have saved years of development in the future.

We wish to send out a thanks to you, the community, and hope you have a pleasant experience here with us.

-Team TGS

If you want to discuss this article, or give us your feedback, head over to the forums. We would love to hear your thoughts!