07 June

State of Desolation: Earth in June

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Half way through 2015 already! This month we have been working on fixing our weapons. Adding new animations, balancing, texture work and bug fixes. Most of the core systems have been completed for alpha and just need to be added. We recently added an account system which ties into ranks/achievements. This will eventually allow us to build an online profile for your soldier.

Right now the team is focused on the weapons (which is probably one of the more important features of a FPS) animations are being cleaned up and textures are being created for the different teams.


We are experimenting with shaders and how the weapon/hands are affected by the environment lighting. In the picture above the shader is reflecting the sun, not what we wanted but can help with effects in the future.

Balance is proving to be a bit more work than anticipated. On one hand you want to balance weapons based on their real life counter-part. On the other hand any of these weapons would probably make short work of you in real life. Since Desolation: Earth is completely F2P we need to make sure that even low-ranks and new players have a chance at playing the game without P2W or OP rank based weapons. So we have started a pretty in-depth spread sheet on how we want damage to play out per weapon type.

We believe customization will also be an important factor. As you rank up, veteran players will gain access to many different types of weapon customization options. Take this Kriss Vector for example, while an ACOG may not be the best decision for CQB style players you have that option.


Here soon we will be posting another blog on the different maps the alpha will feature. We also want to list the guns and type of customization options that will be added. When the alpha progresses further we will be adding additional maps/weapons for testing. The goal of the alpha is really network testing. We want to make sure that by beta all network related bugs are ironed out. This also means getting Frostreaper to comment his code :) As the alpha date draws near we will begin showing more screen shots of the game and some of the finalized GUI, that will be replacing our current 'programmer art' The Desolation: Earth website will be finalized and we can start pushing the game out to the world.

Whats a developer without a plan? Well its something like what we did last go-around. When we were developing Desolation: Earth on the older engine we just through the game out there and went with the current. We had no future plans and just went along with things. This time around we have a road map and goals in mind for each phase of the games development. I'm really excited that we will be able to release the road map here soon so everyone can get a better idea of where we are and what we want to accomplish come release. 

Unfortunately we have to keep this blog short, plenty more work needs to be done before we can show off some of the more juicy content. The team is really excited to get these last touches finished. We feel at this rate we can expect a public alpha release shortly :)




Read 1362 times Last modified on Thursday, 11 June 2015 02:14
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GM_Acid is the lead project developer for Dark Form Entertainment.