QuakeCon 2010

Well, just moments ago, they finally announced the registration details for QuakeCon. Turns out that after waiting and waiting so that I could get pre-registered quickly to avoid a day-long-waiting-in-line-fiasco like what happened last year, they’re not even having pre-registration this year! Apparently, you just show up at the hotel with your computer, equipment, and self and they’ll have room you. Assuming there’s enough capacity, this will hopefully make it easier for people to attend (can’t be any worse than last year, right?).

So what does this all mean? We’ll be at QuakeCon this year, and you should come see us! Come join some of the members of Project Vega as we all hang out, have a good time, play some games, eat some food, and of course, you will get to see and PLAY the latest version of Project Vega Last Bastion!

So come on out and join us! It was a blast year, and this year, it should be even more fun!

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Posted in News | 1 Comment

From Your Perspective…

So recently, LB modeler/designer The Doom Freak brought something to my attention – the aspect ratio was off. He claimed that things were being vertically stretched. To my shock, I discovered that he was right, and quickly fixed the problem. One problem – the change made everything feel WEIRD! The change expanded the vertical field of view (FOV), letting you see more vertically. So, rooms seem bigger, there’s more information on the screen, etc. But, it’s “correct”: squares show up square, instead of being slightly taller than they are wide.

My question to you: which version looks better to you? Method 1, or method 2?

Method 1:

Method 2:

Posted in Technology | 15 Comments

Fun With Time Attack

As some of you who follow me on Twitter may be aware, I’m a fan of Mega Man 10. On Monday, some new downloadable content came out that I’ve been enjoying a lot – specifically, a new level that you can play in time attack mode.

Time attack is a game mode in which you try to beat a level as quickly as possible. You start with all weapons and items, and the goal is to rip through the level as fast as you can – you don’t even have to kill everything (or anything!). When you select “Time Attack” from the menu, you get to pick which level you want to race through, and you play just that map – the game ends when you finish it, or die. What’s great about Mega Man 10 is that it automatically records a demo when you play, so you can watch your best run at any time. What’s also extremely cool is that you can submit your best time on a map, and Capcom keeps track of the top 30 times. What’s even more cool is that it gives you the option of submitting your time and your demo! So, others can watch your best run, and you can watch others’ best run… if they so choose!

How have I done so far on this new DLC map? See for yourself! For anyone to whom I’ve been slow to respond to in email over the past couple days… now you know why! :lol:

So, when am I going to get to the point and stop prattling on about my personal conquests, you ask? I’m glad you asked! This actually does relate to Last Bastion, in that I may want to include something like this! Why is that?

  • It adds a great deal of replay-ability to the existing maps.
  • It forces you to look at the maps in a whole new way.
  • It introduces a competitive element, which a lot of people enjoy.
  • The bottom line is that it’s fun! Racing through a map as fast as you can all the while trying to not screw up is a lot of fun!

So in the future, I may include something like this. And who says it has to stop with just “Time Attack”?!

Anyway, this is just some stuff I’ve been mulling over the past couple days. Hope you’re as intrigued by this as I am!

Posted in Game Design | 15 Comments

Progress Update – 03/10

Things have been running pretty smoothly lately. What little programming work there’s been left to do by me is getting done, the design docs have gotten more planned out, and we’re slowly but surely finding the right people for this project! There’s not much to show for all of this yet, however! Most of the new art assets are still in the conceptual stages, and it’s really hard to show performance increases! It’s not like a screenshot is going to look a lot nicer if the underlying framerate is smoother!

While there isn’t anything new and major to show off, there are a few noteworthy blurbs:

  • Music support is in! It shouldn’t take too much longer to add the sound effect system as well!
  • I’ve recently made some major optimizations. Large maps like the second map in the gameplay demo (the gothic one) now run smooth as butter!
  • I sketched and completed the layout and gameplay for the game’s first map. It has the game’s first miniboss, as well as the game’s first boss!
  • I’ve added a number of new gameplay elements to Last Bastion recently that should make it more fun and interesting to play. Stay tuned!
  • I am planning on going to QuakeCon this August. If everything goes according to schedule (ha!), we should have a demo ready by then. If not, you may just get to see an incomplete crappy version!

That’s about it for right now. We should have more to show in the next month or so!

Posted in Updates | 1 Comment

Looking for Level Designers

Well guys, it’s that time again! No, it’s not time for me to give everyone free pie. That will have to wait. Instead, it’s the time where we look for more people to add to the team!

With how much work there is to do, and how quickly things are moving, I simply don’t have time to do all of the maps myself… again! I’ve been working on the layouts for a couple of maps, and am going to be spending most of my time getting all of the cool little things in them working, meaning I won’t have time to make them look pretty (pfft, please! Like I could anyway!) That’s where you come in!

I’m looking to bring one or two new mappers onto the team. You would be working with our editor to take the layouts I’ve made (and potentially make new ones – no promises, though!) and do visual work to make them look great! Because this is a 3D engine, it would be helpful if you’ve had experience level designing in another 3D engine (Unreal, Quake, etc.).

For those of you thinking of applying, here’s a few quick notes:

  • Like I said, for now you would primarily be doing visual work. Please apply only if this is a strength of yours.
  • Please show a portfolio of your work. Please select only your strongest samples – quality, not quantity.
  • This is a paid position – nothing crazy, but it can help supplement your existing income, or give college students some spending money.

And I think that about does it. Please submit any applications and/or questions to me at bmc431@gmail.com. Thanks!

Posted in Help Wanted | 5 Comments

Skulltag Source Code – RELEASED!

Now I realize this isn’t news about Project Vega/Last Bastion, but I think that given the magnitude of this announcement… maybe you’ll let this slide :)

After years of standing in the way of this, I have finally decided to allow for the release of the Skulltag source code. After all, let’s be honest: No longer running Skulltag has given me a different perspective on this issue.

The release of the source code is something that Torr has wanted to do for awhile now. For security reasons, we’re releasing the source to the older 97c2 first. I have given him permission to release any subsequent versions that he desires. After all, who am I now to stand in his way?

Some benefits to this are:

  • Being open-source will eventually allow Skulltag to update the GZDoom renderer (provided Graf doesn’t modify the license again)
  • Someone might fix Botscript
  • Someone might implement a more centralized handling of the client/server code

It will be interesting to see what happens with this. Will a community of people all pitch it and help make Skulltag a better product? Or will other ports use this to bolster their products and erode Skulltag’s multiplayer Doom success? Time will tell!

Anyway, that’s enough from me. Here it is! Enjoy!

http://www.skulltag.com/download/97c2source.zip

Posted in News, Technology | 17 Comments

The Grand Release Plan

So as I mentioned before, we’re proceeding with a different set of expectations. Rather than try to release a completed super-mega-ultra blockbuster game (hah, yeah right!) all at once, we have to build up to being capable of that. Obviously, we don’t have the budget to pull off something as vast as Borderlands. Creating the sheer amount of content a game like that has with our staff would take FOREVER! We also don’t have the luxury of being someone like Blizzard who, with their millions and millions in the bank, are able to take all the time in the world to get things perfect. By the time we do that, everyone will have moved onto other jobs already (since it would have taken us forever to release something and be able to pay them). So what’s the solution? Incremental releases!

What I want to do with Last Bastion is have at least three separate releases:

  • A small demo release
  • A full episode release on Steam/Desura
  • And a completed game wide release (online, retail, etc.)

The proceeds from each release would be reinvested into the development of the next release (except for the last one, which would be invested into the next game). I don’t want to get too ahead of myself, so I’ll just discuss the demo release for now.

I’m aiming for allowing you to pre-purchase Last Bastion while it’s still in its alpha phase this fall. I’m aiming for three full maps of completed content (weapons, monsters, textures, sounds, music, etc.), and it would be pretty cheap. Now, maybe you’re thinking to yourself “He’s charging for a demo? That’s outrageous!” Easy there! First, the idea is that this would help raise money for the rest of the development. Just putting together enough art assets for this tiny demo is going to cost me over $6,000. Yeesh! Plus, Minecraft has done something similar, and it’s worked out very well over there. Second, I would only expect the really hardcore fans to get in on this. If Last Bastion doesn’t look like it’s your thing and you feel like being charged for a few maps is a ripoff, you can certainly wait until the full first episode release, or until the full game is out.

Anyway, I’m looking to have the alpha release done this fall. We should have something to show by QuakeCon.

Finally, as I mentioned… yeah… I’m opening my pockets and planning to spend at least $6,000 just on this three map demo alone. I’ve set up a Donations page for those of you who would like to help support this project! :D Things this money will go towards:

  • Helping cover the existing costs of this project
  • Finding additional people to work on this project
  • Giving raises to those currently working on this project

Things this money will NOT go towards:

  • Wild benders in Las Vegas
  • Assembling the world’s largest collection of Faberge eggs
  • Building a Death Ray

Anyway, if you’d like to donate, I would be extremely grateful! Any little bit helps!





Thank you!

Posted in News | 5 Comments

Project Vega – UNCANCELED!

That’s right! We’re back!

It seems that I may have been a little hasty in canceling the project outright more than a month ago. While the road ahead may be tough, you all have shown me that there are viable alternatives to getting this thing done, and that this project, even though nothing has been released yet, already has a lot of supportive fans who want to see Last Bastion released. For talking some sense into me and convincing me to keep this project going, you have my utmost thanks.

While I thought before that it was impossible to “go it alone” so to speak, I now see that is not the case. First of all, I plan to pay the contributors to this project. It will be expensive, but this will help keep everyone motivated, and allow me to bring in talented artists from outside the Doom community. Second, I plan to cut down the scope of the project for now. Rather than try to complete the entire game now, I plan to release a series of updates to help finance the completion of the game. More on this later. But between cutting down the scope of the project and paying people to work on this, I think we’ve got a shot at making it.

We have a lot more to discuss in the coming days and weeks. In the mean time, enjoy the new WordPress theme :)

Posted in News | 15 Comments

Project Vega has been canceled

I am very, very sorry to have to say that I am canceling Project Vega.

The bottom line is this: In my search to find a publisher, I have discovered that it is going to be extremely difficult, if not impossible to find one willing to team up with us. From what I’ve read, I would basically have to a nearly complete game and/or have an established game company to have any hope of landing a publishing deal – in other words, to get funding from a publisher, I would have to be in a position in which I don’t need their funding. At the very least, I would have to have something that looks much, much better than what we have right now.

So what’s to stop me from just finishing this up and self-publishing it over Steam? Unfortunately, I can only do so much. I can only program, do the game design, and make crappy levels. I can’t model, animate, texture, make HUD graphics, write music, create sound effects, etc., all of which are absolutely critical to making a quality game. Unfortunately, getting outside help has proven time and time again that it simply will not work. People simply have other priorities (work, school, social lives, etc.) and cannot devote the time necessary to a project of this magnitude. Either I’m the worst manager in the world, or this model is simply doomed to failure. Maybe both.

I knew this would be tough from the beginning. But, I thought that any obstacles could be overcome with hard work and passion. I was wrong.

So, it is with a heavy heart that I am canceling this project. I’d like to thank all of the fans of this project – it’s good to know that there are others out there who are as sick and tired of modern shooters as I am. I’d also like to thank everyone who’s been a part of this project over the past two years. Without your support, there’s no way I could have gotten this far. Finally, I’d like to give a big thanks to Mechadon for designing and setting up the blog, and to WastedYouth for being there in the very beginning to help get the initial technology off the ground.

It’s been a pleasure knowing all of you, and I wish you all the very best of luck – I certainly wish you more luck than I’ve had. Take care, everyone.

—  Brad Carney

Posted in News | 115 Comments

Vega’s true name – REVEALED!

After 10 months of being codenamed Project Vega (and even longer being known internally as Strike), I’m very pleased to announce the true, permanent name of this game! I was planning on waiting and doing this with a little more fanfare (with the launch of a new website, logo, etc.), but I figure I better do this now before the anticipation and expectations builds to a level at which we can’t possibly reach!

And so, the name of this game (drumroll please) is…

Last Bastion

So what the hell is a “bastion” you ask? According to the dictionary, it’s “anything seen as preserving or protecting some quality, condition, etc.: a bastion of solitude; a bastion of democracy.” And this makes sense HOW, you’re asking? Basically, in the game, you’re the only one standing between mankind and annihilation. You serve as mankind’s last hope… mankind’s last bastion!

I hope you guys like it! It rhymes, it’s easily abbreviated, and most importantly… it sounds cool! :D

Posted in News | 12 Comments