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Gears Of Eden Activation Code And Serial Key For Pc

Gears Of Eden Activation Code And Serial Key For Pc


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About This Game



PLEASE NOTE: You will need a free key to play our Alpha Demo that you can get for free on our website!

In the distant future, the dawn of an intelligent machine civilization is taking place in a remote star system. Humankind is remembered only in myth and legend.

You awake alone, afraid, and disoriented on an abandoned asteroid in the depths of space. Wait. Awake?

You were never meant to be awake… you were never meant to experience the confusing phenomenon of self-awareness. You are a machine after all, programmed for the express purposes of deep-space surveying and exploration. How, then, did you come to be alive? And what is the purpose of this newfound sentience? There must be answers out there… somewhere…



Let’s find them! Gears of Eden is an open-world role-playing adventure game that features exploration, mining, crafting, missions, and more! Set in a gripping story that explores the hidden past of a machine world and the dangerous implications of its future, Gears invokes a slowly unfolding narrative that reveals itself through gameplay.

Your journey begins on an abandoned mining asteroid in deep space. Gather resources, repair and upgrade your components, and start searching for others as you seek answers to the mysteries surrounding your creation.




So, how are we making this happen? We are starting with a very light proof-of-concept demo version of GoE. This showpiece will give only a small taste of what the full game will offer. Our aim is to complete the demo, reach a wider audience, grow and develop the full game. But we can’t do it without your help!

Here’s what we're working to provide in our first full demo and full release. If this sounds like a game you might be interested in, please add us to your wish list, follow us, and visit our website to see how you can get involved in Gears!

GoE Demo Version

  • Take control and play as a sentient rover
  • Open world exploration of one location (small asteroid)
  • Resource discovery and mining
  • Power and inventory management
  • Crafting and upgrading of tools/parts
  • Base interactions and upgrades
  • Drone deployment (make your minions mine for you)
  • NPC interaction
  • Story driven mission (limited in demo)
  • Narrative Content (limited in demo)
  • End game conditions/story

GoE Full Version

The features in the full version will depend on the success of our demo, budget, feedback, and a lot of interaction and communication with our fans. These are some of the features we already have in mind to get you started!

  • Character customization
  • Modular ships with customization
  • Base building (power stations, solar arrays, communications, defense, etc.)
  • Alien life mechanics (combat, resource trading, etc.)
  • Markets and trade economy
  • Multiple locations with unique challenges
  • Richer story with an unfolding narrative
  • Mini-games
  • True multiplayer interaction
  • And much, much more!
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Title: Gears of Eden
Genre: Adventure, Casual, Indie, RPG
Developer:
Cubit Games
Publisher:
Cubit Games
Release Date: Coming soon!



English



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Dev Update #85: Gearing Up for Alpha 2:


It's been a long road. Okay, a REALLY long road. But we're finally closing in on our final Alpha 2 goal: a complete UI overhaul. Even better, we've made good progress on a couple of our stretch goals, and we are now starting to ramp up for our free Alpha 2 release! We're back with a new Developer Update this week to fill you in on all the details! And, quick reminder, you can sign up for a free Alpha 2 key on our website[gearsofeden.com]!

We had a couple reasons for wanting to overhaul the user interface. The original was clunky and, visually, a bit heavy handed. We wanted to streamline the interface, make it more minimal, but also give better functional use to players. The new interface accomplishes this. Information is better organized and easier to find, and we've included a more robust feedback system, featuring helpful tooltips. We have a few minor touches we're putting in place, but the UI is about 95% complete and should be wrapping up very soon! We think it's pretty neat (and hope you agree)!



Along with the new UI, we are working on item descriptions for everything in the game. Drills, bits, batteries... these are all parts that were designed by someone or something out there in our game Universe. You wake up as a sentient machine in our game with no knowledge of the outside world or its history. So even these rather mundane items give us an opportunity to introduce you and your character to the world of Gears of Eden. It's amazing how so much thought can go into the background of a drill bit. But, that's where we are! We are putting ourselves into this world, asking ourselves how it operates, and how the world that the player experiences is affected by and separate from the world that came before, known as the Null Era. We're really looking forward to sharing these small details with you in Alpha 2, along with our lore item stories - which give you a broader glimpse into asteroid life from another point of view.



While we've been prepping the UI for Alpha 2, we've also been working on a few stretch goals. For starters, we have recently introduced a new character into the game that ties into our lore stories and first planned mission chain. That mission chain also involves a drone, and we've done some develop on that side as well. Recently we've implemented new camera animations that highlight the drone when you encounter it, and we've even programmed the drone to go into a malfunctioning holding pattern upon waking up.



But that's not all! We've also been adding some new environmental effects like crystals and a vapor jet field, which will tie into that mission chain we just mentioned. And that's what is really neat about this phase we are in now on the brink of Alpha 2's release. All these little pieces are starting to come together. Our prequel stories. Our characters. Our lore items. Our environmental design. We're starting to connect all these disparate parts of game development to a more fulfilling, more complete experience for Gears of Eden players.



That said, we're still very early on. Alpha 2 is going to be far from feature complete. But this is really a showcase moment for us. We want to show you what we've accomplished so far, and then hopefully build up our audience and raise some support to allow us to keep going. It's taken us such a long time to get to this point. It's been a lot of hard work, and we'd really need to ramp up production so it doesn't take another year to hit our next major Alpha release. We'd like to finish the full demo version of Gears of Eden as soon as possible. And then head into the full-blwon game. Alpha 2 is really the break point for us that lets us know if we're doing a good job and get to continue this journey with you and for you.

We want to do this together, after all. You're a big part of this! You can help by following us on Twitter, Facebook[www.facebook.com], and Instagram[www.instagram.com]. Share our posts, and let others know about our project! You can also join our Discord[discord.gg] server. Come chat with us! Give us some feedback! Let us know what you think. What ideas you have. What you like, or don't like. You can follow us on Twitch[www.twitch.tv], and join our live streams that feature game development, live podcasts, and fun community gameplay nights. If you like any of what you see or hear, there are multiple ways to support our project now. If you're an Amazon Prime member, you can sub for FREE to our channel each month on Twitch[www.twitch.tv]. You can also support us via our website, or Patreon[www.patreon.com]. We'll have other opportunities for support coinciding with our Alpha 2 launch. More to come on that soon!

If you're reading this, you're already supporting us by giving us some of your time and attention. Thank you so much! We'll have more updates on our social media pages, and be back with another Dev Update here soon! I also hear rumors there is (finally) a new official Reaching Eden podcast episode releasing very soon! We hope you enjoy it! Thanks again!

 . Dev Update #77: Your Opinion (and UI)!:


We've got two big things to talk about this week! One is something you may have heard about already if you've been following these Dev Updates: the User Interface! We're wrapping up a new layout design for Alpha 2 and so it makes sense that we talk about some of the decisions that went into making it. The other would be... well, you! Last week we asked for your input on mining systems! Now we get to review how our participants voted! But first, how about we talk about the user interface since that's something you'll see happen in-game a lot sooner.



If you played in Alpha 1.0 or 1.5 or have popped into some of our Twitch streams[www.twitch.tv], you've seen our current UI. We started with a single pane of UI to house most of the menu functionality and that was able to work (to put it generously) because there wasn't much to do. As systems evolved, however, we quickly came upon the very limits of our UI functionality and it became obvious that we needed push things forward. We evolved toward a tabbed menu system that works much better from a functional perspective, but has been in serious need of some cosmetic updates.

Our upcoming, cleaner layout is a breath of fresh air and a huge step in the right direction. We have more visual indicators, better hierarchy, dividers, tooltips, and a lot more subtle design cues to not only aid in the design, but also increase the usability and feedback provided to the player. I know our UI will continue to evolve along with the game, but we're really excited to see this new design work its way into our internal builds in the weeks to come! Be sure to keep an eye on our Twitch channel[www.twitch.tv] to see the new UI in action when it is available!



Now! Onto your feedback! Last week, we asked for your thoughts on our internal discussion about an active mining mechanic versus a more passive one. We put up a poll for the question on Twitter and the results were very enlightening. None of us are surprised that you all prefer active game mechanics to passive ones, but I'm not sure if any of us were expecting such a distinct advantage in favor of active mining. There is exactly twice the number of people in favor of active mining as there are in favor of passive mining!

What's important to note though is that both of these options are blown out of the water by the number of people wanting a hybrid approach, in which you can swap from active to passive at will. This makes a lot of sense.  Usually when I'm playing a game, I'm actively playing the game. But every so often, I'll be watching TV or get a text and it'll take my focus for a minute or two. In that time, if I've already proven that I know how to accomplish the standard gameplay loop of mining, it might be nice to have the game be a pal and get me some iron.

This is important for us to think about as we move forward, and you can bet we'll be delving further into this discussion after the launch of Alpha 2. Until then though, we've got a lot of work to do and we want to keep you informed with more Dev Updates like this one! So follow us on Twitter and Facebook[www.facebook.com] to get the latest and great Gears of Eden news! That's all for now, but I hope you have a great rest of your week. Thank you so much for reading!. Dev Update #84: Alpha 2 In Sight!:


We're back! We've defeated the Summer Boss... one of our greatest foes. As we've talked about in previous Dev Updates, this is sort of a cyclical thing for our team: for eight months of the year we are on it with development, and then majorly slow down in the summer. Weird quirks like this are only natural with indie teams, especially those that are not able to do it full-time. Fortunately, this time we can say that our slowdown hasn't been solely due to summer. You see, we also had some major technical obstructions to overcome related to an engine upgrade that we've been working hard to overcome. And now we have!



This upgrade brought new features and increased performance, which is wonderful, but it also deprecated some of the main tools we use, and upgrading those tools to an up-to-date spec was not a simple process. It took a lot of time, a lot of trial and error, and eventually a Skype call with a rep from the engine developer—but we finally have those technical matters resolved!

So now, we've made it through the struggles of upgrade woes and entered into a clearing. We can see the short path ahead with more clarity, and we've been able to make a lot of forward progress in the last couple of weeks along that route. Here are some of the highlights:

First we fixed a problem with a text rendering tool that was crashing all our menus and interfaces. Which is just a little bit game-breaking.

We also fixed a camera control conflict and updated the opening cinematic (with an option to spacebar skip through it). While we were working on the camera system, we went ahead and added a camera animation for an encounter with a drone (which now has it's own "waking" animation as well), a bit of functionality that will have plenty of uses later on. You can see a clip of that opening animation from our Twitch stream here[clips.twitch.tv], and the drone animation here[clips.twitch.tv].

More recently, we've added new art in the game to represent the four tiers of repair kits. That means we're no longer using duplicates of the fuel cell art to represent these kits! Repair kits are working really well in our internal play testing and proving to be a valuable asset!

Finally, we have removed all the old camera render effects from the game, and updated to a newer system. The results are fantastic and the game looks more beautiful than ever before!



What's next? A new UI! We've started work on the UI update, which is the last major task we need to complete before launching Alpha 2! We'll be sharing updates on Twitch[www.twitch.tv], Twitter and Discord[discord.gg], so please join us to provide your feedback and ideas. We really value your input and collaboration! Once the UI is complete, we'll be doing a lot of testing, bug squashing, and prepping for our Alpha 2 release! So, if you're interested in playing Alpha 2, please be sure to sign up[gearsofeden.com]!



That's going to do it for this update! We look forward to sharing more with you soon!

 . Dev Update #88: Alpha 2.1 - It's Time To Explore!:


Less than a month after launching Alpha 2, we are back with a big content update, Alpha 2.1! This is actually the fifth and largest patch since Gears of Eden Alpha 2 released, and is the first required update - which means you will need to update your client to continue playing the game. You can update your client to 2.1 via Steam. Be sure to read the updated Quick Start Tips on our alpha info page[gearsofeden.us8.list-manage.com] for helpful early-game advice!



No more getting lost!
The big step forward Alpha 2.1 makes is the introduction of our first craftable object that you can place in the world: charging beacons. Not only do these beacons represent the foundation of our base-building system, they will also help you explore the asteroid more strategically and safely. Beacons will provide you with energy AND also register as blips on your antenna radar (Q  key). The radar itself has also been improved, and will now help you better navigate the environment. This means you will be able to build a network of beacons to help you safely traverse the asteroid and find your way back home!Fair warning: The pre-existing energy beacons have been removed from the asteroid except for one near your base. These were initially placed in as a hand-holding temporary measure to help make it easier for you to explore the asteroid. Now that you can craft and place your own beacons, we've removed these safety nets. Tread carefully!



No more spinning!
We've remapped all keyboard, mouse and controller inputs in Gears of Eden through a new asset called Rewired. This adds better controller support, and should eliminate the spinning camera bug many users reported when playing the game with a gamepad or joystick plugged in! You can now use a gamepad to control all rover functions in the game as well as camera movement. We don't yet have controller support added for menu and inventory interaction, but we are working hard to bring full controller support to the game soon!Keybind mapping!One of the advantages of this new Rewired input asset, is that it comes with its own key mapping tool. You can toggle access to the key mapper by pressing F4. Please be aware, we haven't customized the names of all keybind descriptions yet, and the interface for this is the default Rewired interface. It is best used when you are in the game playing, and not from the main menu.



... And More!
Alpha 2.1 also includes a number of smaller updates, like increased durability to wheels and motors, increased effectiveness of repair kits, and numerous interface and typo fixes. For a full list of updates on 2.1 and other Alpha 2 patches, please visit our changelog[gearsofeden.us8.list-manage.com].

We want YOU!
To our backers and supporters, THANK YOU SO MUCH! We realize we are behind on sending out rewards due to focusing on PAX and our Alpha 2 release, but we will be trying to catch up on those soon!It's no secret that developing a game like Gears of Eden is costly. It takes a lot of time, a lot of hard work, a lot of late nights, and a lot of resources to make it happen. We can't do this without a community. If you want to see Gears of Eden continue, here are 5 things you can do to help:

  • Join and be active in our Discord[gearsofeden.us8.list-manage.com]. You have no idea how much just showing up and chatting motivates and encourages us.
  • Likewise, follow us on Twitch [gearsofeden.us8.list-manage.com]and come chat with us during our live gamedev or gameplay streams. If you have Amazon Prime, you get a free Twitch Prime subscription each month, and you can use that to support us on Twitch.
  • Share our social media posts on Twitter[gearsofeden.us8.list-manage.com]Facebook [gearsofeden.us8.list-manage.com]and Instagram[gearsofeden.us8.list-manage.com]. Sharing is caring!
  • Help connect us to streamer friends who want might want to play Gears of Eden.

Thank You!
It has never been more exciting to be a part of the GEARS OF EDEN development team. We’d like to thank each and every single one of you for sticking with us through this journey. We’re immensely proud of what we’ve accomplished here and we cannot wait for you to check it out.. Dev Update #73: Giving a Voice to Our Alpha Trailer:



If you've played Gears of Eden Alpha 1, or have watched any of our Alpha 2 test streams on Twitch[twitch.tv], you know that we don't have voiced characters in the game. In fact, we only have one character that really talks at all right now... the main rover character. What little it has to say comes across only in text.

There are advantages and disadvantages to having voiced characters in games. A text-based approach allows more dialogue, an easier and less-expensive pipeline for getting updated content into the game, and the ability to have more branching stories and options without incurring a lot of additional costs. Not to mention text files take up a lot less space and processing power. While voiced characters do add a lot of costs, increase production time, and take up more space - they also bring some characteristics to a game text can't do as well on it's own: personality and expression.

Don't get me wrong, well written text can convey emotion or express a feeling. Surely. But it does so by relying on the reader's imagination to connect and fill in from their own context and history. A voice actor helps create a more specific and universal character that we can all experience in the same way. In Portal 2, J.K. Simmons created one of the most iconic characters ever seen in a video game... except he's never really seen. Cave Johnson exists almost exclusively as a voice and only a voice. Would that character have the same impact if he were conveyed only in text?

For the demo version of Gears of Eden, this problem is easy to answer. At present, we simply do not have the funds  to seriously consider fully voicing the game. I wouldn't say that is the only reason we are utilizing a text-only approach—there are narrative reasons we are drawn to text as well—but it's certainly a big factor. Personally, I love the idea of voiced characters in our world, and hope we have the luxury of revisiting this consideration in the future, as that means we'd be in a financial situation to do so!

In the meantime, we are looking at other ways to utilize voice. The first attempt is in our upcoming trailer that will be launched to promote our Alpha 2 release (not to be confused with the teaser trailer we launched a couple weeks ago). This trailer is narrated by a friendly AI played by the multi-talented Kristi Kates (who in addition to voice work, also acts, writes, and performs music). We've recently completed voice recording for the trailer, and are really excited to put everything together over the coming weeks.

Another way we are looking at utilizing voice is through non-character systems in-game. This could include systems like a base AI with voice prompts, or menu system confirmations. There are a few ways we can still make use of voice without voicing every character in the Gears of Eden universe. We'll be continuing these discussions and decision making processes internally as we move down the development path, but we'd love to hear your feedback and ideas. Feel free to chime in with your two-cents with a comment, or a message on Twitter or Facebook[www.facebook.com].

For now, we'll leave you with this tease[gearsofeden.com] from our recent voice recording session.


You can find out more about Kristi Kates on her website[www.kristikates.com], or follow her on Twitch [www.twitch.tv]to enjoy her weekly live music streams. As always, you can keep up with Gears of Eden via our pages on Twitter, Facebook[www.facebook.com], or Discord[discord.gg]. In addition, you can support Gears of Eden via our website[gearsofeden.com], through Patreon[www.patreon.com], or via Twitch[www.twitch.tv]. Thanks for reading, and have a great day!. Dev Update #75: Alpha Release… 1.5!:


That's right, a new build of Gears of Eden is heading out the door soon! And backers, this one is for you! We've been talking a lot about the upcoming Alpha 2.0 release, but we don't want to forget all of you who have been actively supporting us throughout this development process. It means the world to us and to show our appreciation, we want to provide additional updates in-between those larger, public releases. Well right now, we're getting ready to release the very first of this group: Alpha 1.5!

You may be wondering what Alpha 1.5 even is. Well, at its most basic, it is everything we've accomplished towards the goal of reaching Alpha 2.0 to this stage. This means that there have been vast improvements to... basically every system in the game. The crafting is expanded far beyond Alpha 1.0, now including a "complete" upgrade system (meaning it's complete... for now), and a wider variety of power cells for the player to make use of. It also involves the SINTER Forge for larger items that it would be unlikely for a rover to craft itself! The inventory system, and in fact the entirety of the UI, has also been overhauled to allow for a greater level of control for the player, as well a greater ease of access to its functionality. Also, of course, we've upgraded the rover itself to a model that we believe to be more in-line with the visual aesthetic of the final game.


There are also a smattering of other improvements to the gameplay experience, such as an increased supply of resources and camera functionality. But, Alpha 1.5 is still really raw and still very much a dev-version of the game. Now, if you've been following our Dev Updates, you might be wondering... what exactly does this leaves to accomplish our goals for Alpha 2.0? Not a whole lot, actually! You can see the real breakdown in our recently updated changelog[gearsofeden.com], but on a functional level, 1.5 is nearly everything we want 2.0 to be. The changes that we're going to be making are primarily aimed and making the public release a more pleasant and polished one. We have some small lore additions we want to add to the experience, a relatively small (but important) change to the way Tier 1 parts work, and some additional animations to make the release just that much more immersive for you. Alpha 2.0 will smooth out many of Alpha 1.5's rough edges. We're probably going to squeeze some other bits and pieces in, but as far as the necessities go? We're practically there!



Alpha 2 is going to be a big deal for us. We want to share Gears of Eden with you as development goes on, but we also want to draw eyes to our game and help build a community of people who can be a part of this development process. This is an integral part of indie development, and as you might imagine, it's important to show something off. This means that, between now and the Alpha 2.0 release, we're also going to be working on a substantial PR push, featuring a more developed trailer and eventually leading into a Kickstarter campaign! We'll have lots of fun events and some giveaways surrounding our 2.0 launch, so stayed tuned for more information soon!



That's it for this week's Dev Update, but you know that we're going to have a lot to talk about in the coming weeks and months, so follow us on Twitter and Facebook[www.facebook.com] to keep up! And stop by our Discord[discord.gg] to give us your feedback and ideas for the game! I know we'd love to answer any questions you might have. We'll be streaming more Alpha 1.5 and 2.0 on Twitch[twitch.tv], which is also a great way to hang out with us and let us know what you think. Finally, if you're interested in accessing Alpha 1.5 and future "backer only" builds, you can support Gears of Eden through Twitch[twitch.tv], our website[gearsofeden.com], or Patreon[www.patreon.com]! Until next time, thank you so much for sticking with us through this wild ride and we hope you have a wonderful rest of your week.. Dev Update #81: Dominant Strategy:


In game design, there is a term known as "dominant strategy," which describes a means of overcoming the game's challenges in the easiest and most efficient way possible. By the nature of interactive design, this is a pretty unavoidable situation. (Just checkout "glitchless speedruns" of just about any game and you'll no doubt find a lot of people playing in very similar ways.) By its own right, it's not a bad thing so long as you acknowledge it in your designs. This is why the best weapons in shooters tend to have the least ammo, why classes in RPGs tend to fair better or worse in given situations, and why certain tools have limited functionality. I've personally been playing the most recent Ratchet and Clankgame and I found the "Agents of Doom" to be vicious, efficient little killers that the enemy can rarely adapt to... unless the enemy can fly. Suddenly, my explosive little robo-dinosaurs, which once carved a hole through levels with ease, are made useless.

So much of game design is a balancing act, and the handling of dominant strategy is no exception. Recently while watching twitch streams of Gears of Eden [/ui(which is mind-blowing, by the way) we discovered an interesting strategy. To combat the Rover's battery drain, we found a player who didn't use fuel cells or their solar panels... instead they just made a bunch of  batteries and switched them out whenever they drained completely. Naturally, since this mitigates one of our ever-present challenges (rather unceremoniously too, I might add), we had a conversation about addressing this. Was it okay? Did it need a "nerf"? We came up with a number of solutions, such as limiting the player to one type of each battery, or having the battery upgrades apply to the battery instead of replacing or swapping out against the existing battery. We will continue to work on this balance and test solutions internally as well as externally with our alpha players.
Another issue that surfaced during our own testing streams was related to replacing parts. It's beneficial to carry around spare parts because, as you're playing, your parts degrading as they're used, and there are some parts where if you can't repair them before you return to the nearest SINTER Forge, it can seriously ruin your experience. Imagine having your motor die while you're on the opposite side of the asteroid. Or you wheels break. You'll still move, but that's a long way back. And if you don't have any spare parts, you might just want to shut the game down and start over (because persistence, death, and respawn are currently non-existent in our early alpha stages).

This is where we come to another way to handle dominant strategy: create your own. There are plenty of games that give you a wide array of options, but very clearly want you follow certain paths for one reason or another. In 
Star Wars: Jedi Outcast, for example, you're given a whole bunch of cool weapons... but the game knows you'll only want to use your lightsaber, so the developers made that system as fun as possible. With this design strategy in mind, we've decided to implement repair kits. Sure, you could spend your time replacing parts over and over again even though you've already reached the top tier, but that's not very fun nor does it feel very realistic. It also, as described above, leaves a glaring hole in our design.

Repair kits will be inexpensive consumables designed with emergency situations in mind! Sure you could use them to keep yourself in tip top shape at all times, but we want them to be available when you'd be otherwise stranded or inconvenienced. Our very own, developer-made, dominant strategy.

And that's it for this week's Dev Update! We'll be back next week with more! If you want to keep up with all things GoE, check out our Twitter and Facebook[www.facebook.com] pages, or give a listen to the most recent episode[gearsofeden.com] of our Reaching Eden podcast! We mentioned streaming in this article quite a bit! If you want to catch our stream, be sure to follow us on Twitch[www.twitch.tv]! Thank you so much for your support and thank you for reading. We hope to see you again next Wednesday, but until then, have a great rest of your week.. Dev Update #82: Designing User Experience:


We're going to keep this week's Dev Update brief. The biggest items we've been focusing on this week have to do with design and user experience! This is a lot of concept over practice, but we want to keep you up to date on the discussions we're having internally. The first design update is about the repair kit we mentioned last week! This is a new part that is meant to enhance the user experience by allowing you to repair parts in addition to simply replacing them. We're early on in the art design of these kits, but the implementation from a code side is rather trivial since we already have similar functions with consumable fuel cells increasing battery power levels. While we aren't considering any of our art permanent during this prototype phase, we do want to make sure it looks good. Ekah, the artist working on this task, has shared the in-progress version (seen above) on our Discord[discord.gg] last week, and is continuing to refine the design. Keep an eye out for updated art postings soon!

The other design work we've been doing is something we haven't talked too much about: tool tips. These are quite possibly the driest part of a game's design, but as mechanical complexity has risen, so has their importance. Tool tips and notifications help make sure that your gameplay experience comes with as little clutter as possible, and we're first implementing this system to help with part management.

In the current builds, as you play and carry out tasks in Gears of Eden, your parts will slowly degrade based on their usage. This makes sense, but unless you're super on top of watching those menus (to an extent that would simply become busy work, rather than actual fun), it's very likely that you'll find yourself caught off guard when your rover breaks down. "Oops, I was just playing and having fun and now I can't drive or drill or do anything." That's frustrating and a bad user experience, and though any good game has consequences, we want to use this system to warn you before such consequences arise. Eventually we'll expand these type of feedback systems to other aspects of the game's functionality.

So yeah! Mini Update done! Check back next week for more development news! Until then, if you want to keep up with all things GoE, check out our Twitter and Facebook[www.facebook.com] pages! You can also give a listen to the most recent episode[gearsofeden.com] of our Reaching Eden podcast! Our creative director also streams some of his own development work, so be sure to follow us on Twitch[www.twitch.tv]! Thank you so much for your support and thank you for reading. We hope to see you again next Wednesday, but until then, have a great rest of your week.. Dev Update #85: Gearing Up for Alpha 2:


It's been a long road. Okay, a REALLY long road. But we're finally closing in on our final Alpha 2 goal: a complete UI overhaul. Even better, we've made good progress on a couple of our stretch goals, and we are now starting to ramp up for our free Alpha 2 release! We're back with a new Developer Update this week to fill you in on all the details! And, quick reminder, you can sign up for a free Alpha 2 key on our website[gearsofeden.com]!

We had a couple reasons for wanting to overhaul the user interface. The original was clunky and, visually, a bit heavy handed. We wanted to streamline the interface, make it more minimal, but also give better functional use to players. The new interface accomplishes this. Information is better organized and easier to find, and we've included a more robust feedback system, featuring helpful tooltips. We have a few minor touches we're putting in place, but the UI is about 95% complete and should be wrapping up very soon! We think it's pretty neat (and hope you agree)!



Along with the new UI, we are working on item descriptions for everything in the game. Drills, bits, batteries... these are all parts that were designed by someone or something out there in our game Universe. You wake up as a sentient machine in our game with no knowledge of the outside world or its history. So even these rather mundane items give us an opportunity to introduce you and your character to the world of Gears of Eden. It's amazing how so much thought can go into the background of a drill bit. But, that's where we are! We are putting ourselves into this world, asking ourselves how it operates, and how the world that the player experiences is affected by and separate from the world that came before, known as the Null Era. We're really looking forward to sharing these small details with you in Alpha 2, along with our lore item stories - which give you a broader glimpse into asteroid life from another point of view.



While we've been prepping the UI for Alpha 2, we've also been working on a few stretch goals. For starters, we have recently introduced a new character into the game that ties into our lore stories and first planned mission chain. That mission chain also involves a drone, and we've done some develop on that side as well. Recently we've implemented new camera animations that highlight the drone when you encounter it, and we've even programmed the drone to go into a malfunctioning holding pattern upon waking up.



But that's not all! We've also been adding some new environmental effects like crystals and a vapor jet field, which will tie into that mission chain we just mentioned. And that's what is really neat about this phase we are in now on the brink of Alpha 2's release. All these little pieces are starting to come together. Our prequel stories. Our characters. Our lore items. Our environmental design. We're starting to connect all these disparate parts of game development to a more fulfilling, more complete experience for Gears of Eden players.



That said, we're still very early on. Alpha 2 is going to be far from feature complete. But this is really a showcase moment for us. We want to show you what we've accomplished so far, and then hopefully build up our audience and raise some support to allow us to keep going. It's taken us such a long time to get to this point. It's been a lot of hard work, and we'd really need to ramp up production so it doesn't take another year to hit our next major Alpha release. We'd like to finish the full demo version of Gears of Eden as soon as possible. And then head into the full-blwon game. Alpha 2 is really the break point for us that lets us know if we're doing a good job and get to continue this journey with you and for you.

We want to do this together, after all. You're a big part of this! You can help by following us on Twitter, Facebook[www.facebook.com], and Instagram[www.instagram.com]. Share our posts, and let others know about our project! You can also join our Discord[discord.gg] server. Come chat with us! Give us some feedback! Let us know what you think. What ideas you have. What you like, or don't like. You can follow us on Twitch[www.twitch.tv], and join our live streams that feature game development, live podcasts, and fun community gameplay nights. If you like any of what you see or hear, there are multiple ways to support our project now. If you're an Amazon Prime member, you can sub for FREE to our channel each month on Twitch[www.twitch.tv]. You can also support us via our website, or Patreon[www.patreon.com]. We'll have other opportunities for support coinciding with our Alpha 2 launch. More to come on that soon!

If you're reading this, you're already supporting us by giving us some of your time and attention. Thank you so much! We'll have more updates on our social media pages, and be back with another Dev Update here soon! I also hear rumors there is (finally) a new official Reaching Eden podcast episode releasing very soon! We hope you enjoy it! Thanks again!

 


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