Friday, 19 December 2014

Christmas Crazies

I know all has been quiet on the Solaris Studios front, but there is definitely something sweet in development!

The bad news: Soul Balance has been put on the backburner.

The good news: A new project is in production (which is under wraps until it is officially announced next year); one that aims to completely raise the bar on what is expected of Solaris Studios.

So, what's new, in the past months Solaris has been dark?

A new logo! This is Solaris Studio's official new logo. All spacey-like.

And, here's a sneak-peek at the main character of the game, minus hair: (still subject to intense revisions)

Tuesday, 29 April 2014

Official Demo Release!

Today is a good day!

It's a day late (due to lighting issues), but I present to you, the official demo for Soul Balance!

just unzip the file and launch the Windows Executable!

Tuesday, 1 April 2014

Capstone Final Milestone

So, today marked the Capstone Final milestone! The next milestone to reach is the Demo release on April 28th.

Due to personal matters, this release date could change, but things look to still be on track, for the moment.

In the mean time, check out this gameplay video of the alpha!

Sunday, 23 March 2014

Updated GUI

Just a small update today.

The GUI was completely redone, and is now a cool blue color with gold trim!

Friday, 14 March 2014

Demo Release Date Announcement

I'm proud to announce that the Soul Balance demo will officially be releasing on April 28th!

Featuring music by Lloyd Hinshelwood and voice acting by Suzanne Miller, come and try out the game!

The final game will release for free as well, with an estimated release date of December 2015.

I'm also happy to announce that Soul Balance, in it's final release, will be releasing on the Ouya in addition to the PC!

Check out the following Alpha gameplay footage below to have a small taste of what's in store:

Monday, 10 March 2014

Status Update

Sorry for the long lack of updates! I've been working hard to push the game to where it needs to be!

As it stands now, the Capstone release of the game (a demo, for all intents and purposes), is feature complete! I'm currently halfway through the Audio phase, after which only the Polish and Bugfix phase remains!

I've expanded on the dialogue, too, for a proper story introduction.

Here's a bunch of screenies; a video playthrough of the demo level coming soon!

Friday, 14 February 2014

Status Update

Lots to report today, although nothing in the way of imagery unfortunately.

The combat engine framework is now completely operational! From here, it's just a matter of adding on the bits and pieces.

I can fight enemies, destroy them, and return to the overworld to hunt for some more. I even managed to code in the experience from defeating enemies!

Thursday, 6 February 2014

Status Update

Progress trucks along.

As I wade my way through the animations, I've started implementing them in the actual game. Below, I've linked a short video to give you your firsthand look at what the game is shaping up to be.

the animations are still somewhat buggy, but that's being ironed out over time.

Tuesday, 4 February 2014

Status Update

So, production chugs away on the Capstone release. So much has been cut, it's a shadow of it's former self...

Anyways, currently the project is in the Animation phase. Getting all the animations and cycles done for Emily this week.

Below,  you can see the key pose for her Combat Idle cycle.

Tuesday, 28 January 2014

Status Update

Development is underway, and here's some screenshots of the placeholder textures on Emily.

Tuesday, 14 January 2014

Milestone Update: Primary Modelling Phase Complete

Nothing beats the feeling of having a wide-spreading plan finally start coming together visually!

The primary modelling phase (barring tweaks here and there) is now complete, and the project now moves on into the texturing phase. (As you can see, some work has already been done in that department)

You finally get to meet the 3D incarnation of Emily! Check out the pictures below!

Sunday, 12 January 2014

Post-Holidays Status Update

So, Christmas holidays are over and done with, and production has geared up into cruising speed.

The blockout is done, and now detailed assets are starting their slow trickle into the game. Coding is always ongoing, and only certain pre-existing assets are textured (such as the trees and grass).

Here's the current milestone list for each stage of development:

Modelling: January 16
Textures: January 28
Rigging: January 30
Animation: February 7
Final Lighting: February 9
Engine Development: February 27
Audio: March 2
Capstone Final: March 25