Archive for the ‘In Case Of Emergency, Release Raptor’ Category
Posted by Chris McElligott Park on October 2nd, 2016
Lots of stuff has been happening on the AI War II forums in general, and a lot of news in the dev diary section in particular. Once the kickstarter for the game launches — later this week — we’ll be sharing more through our blog and social media. It’s been an intensive process so far […]
Posted by Chris McElligott Park on August 29th, 2016
Okay, wow. It’s been a busy couple of days figuring some things out. Thanks for your patience during this time. Things are slightly different than I had expected, but the current setup should let people get the exact result they want. You will need to request the refund yourself, though, which is different from what I […]
Posted by Chris McElligott Park on August 26th, 2016
First up: as promised, Alpha 16 is now out. This includes fixes, improved and extended AI, a new robot, and a minimap. In A Nutshell, What’s Up? I’m going to give all the customers of In Case of Emergency, Release Raptor a full refund and let them keep the game, then take the game off sale. The […]
Posted by Chris McElligott Park on August 26th, 2016
Here are the release notes! Okay, so first of all I want to apologize for not having the minimap in here or any new robots, which were things I’d said I was going to do today. We do have some new rooms for you, though, and some various tweaks and fixes to a number of […]
Posted by Chris McElligott Park on August 24th, 2016
So… many… puns possible. I look forward to seeing what the press come up with (as long as it’s not along the lines of No Man Buy, heh). At any rate, today has been really hectic and I had to push the release back by one hour so that I could finish getting the video […]
Posted by Chris McElligott Park on August 24th, 2016
Release Raptor Pre-EA Demo 13 is now out for testers! Demo 12 came out earlier today, so we’ve been busy. Tomorrow is our release into Early Access, and while we haven’t been able to do everything I had hoped by this point, we have done a lot of things that I hadn’t expected to get […]
Posted by Chris McElligott Park on August 22nd, 2016
Just a brief note now, to let folks that we are (roughly) on schedule for once. It took me about 8 hours longer than I expected, but it didn’t push back into a further day, so that’s good. ;) For folks who are doing testing, there’s a guide that I ask you read if you […]
Posted by Chris McElligott Park on August 21st, 2016
We have been very busy. That said, another minor delay. But! This time there is a huuuge silver lining if you just can’t wait to get your hands on the game: you CAN get it tomorrow. Wat? The current delay is caused by a couple of things, but the need for adequate testing (even for an […]
Posted by Chris McElligott Park on August 20th, 2016
…and I just realized I forgot to update the main menu text to reflect that. Bah! Always something. ;) Well, as you can see from the release notes, we’re getting darn close to being ready. We have a variety of new enemies (though there are lots more coming — it was hard to tear myself […]
Posted by Chris McElligott Park on August 11th, 2016
First of all, I want to do a shout-out to the reddit AMA that we did yesterday. We’re still answering questions in there some, even though the AMA is technically over. I am going to be traveling this afternoon and over the weekend, so will be responding less (if at all) during that time. However, […]
Posted by Chris McElligott Park on August 2nd, 2016
What!? Shouldn’t this post be about procedural generation or new robots? ;) That stuff is coming, don’t worry. As you can see in the release notes, a lot of work has been done on that. But in the meantime I did want to do a release with a few other things in it. Volumetric Lighting […]
Posted by Chris McElligott Park on July 28th, 2016
But I do come bearing gifts, at least. Hope you enjoy the screenshots! Additionally, if you want to see what insanity we’ve been up to lately, then the voluminous release notes might be interesting reading. They give some pretty good insight into what the delays have been. Here’s a TLDR of my four biggest concerns right […]
Posted by Chris McElligott Park on July 15th, 2016
Release notes! The time has come for us to start putting those out, so there they are. Ahem. Now… two steps forward and one step back? Well, the release is slipping again. This had better be the last time, I swear. I said last time that I wasn’t sure it would be possible, and it […]
Posted by Chris McElligott Park on July 9th, 2016
Yeah, you know what I’m about to say: the release is pushed back again. This is the third time in a month. I’m now targeting the launch to the 21st. So what the heck is going on this time, right?? Weighing feedback from youtubers, they’re having a lot of fun with the mechanics, but there just […]
Posted by Chris McElligott Park on July 6th, 2016
Yeeaah… sorry about that. Last week it was going to be the 5th, and then late last week that shifted to the 8th. Now it’s the 11th. So what gives? Well, in a nutshell, I’m trying to make sure we have the strongest possible offering right at the start of Early Access. This whole early […]
Posted by Chris McElligott Park on July 4th, 2016
Launching on the 8th, now, rather than the 5th. Also, please note that the first-person view will be an OPTION, and third-person view will still be supported. It’s been pretty clear that a lot of people like the third-person view, so there’s no way around keeping it. Personally I really love the first-person feeling, but […]
Posted by Chris McElligott Park on June 14th, 2016
Woohoo! Finally some real footage of the game with actual robots in place. Things are proceeding really well, although slightly slower than I’d like. That said, it’s really polishing up very well. We’re currently aiming for an early access launch near the start of July. Here’s some random information you might like: This trailer only […]
Posted by Chris McElligott Park on May 12th, 2016
Not only is the steam store page for the game now live, but we also have our first actual trailer-style video! Happy day. :) Here’s some fun/interesting facts about the trailer: The music is by our own Pablo Vega, with lead vocals by his wife Hunter Vega. That’s not the whole title track for the […]
Posted by Chris McElligott Park on May 12th, 2016
We now have our Steam store page live for “In Case of Emergency, Release Raptor.” What is this game? In short: you get to pretend to be a raptor, but in computer game form instead of just walking on your toes at home. (Or was that just me? I’m afraid I have to admit I […]
Posted by Chris McElligott Park on May 4th, 2016
Oi, Raptor! Been four business days since we saw you — what’s new? The short list of new stuff shown in this video: Improved post-processing visual effects. Improved raptor skin. Completely re-rigged and freshly animated raptor. A couple of glitches there, though, most notably in the walk animation. Completely new sound system based on SECTR […]
Posted by Chris McElligott Park on April 28th, 2016
First video of any of the parts of the game in action! Bear in mind this is circa alpha 0.1, a private build. The video should make that pretty clear, though. I wound up talking about a TON of stuff with the project in general, and unity development as a whole as well, instead of […]
Posted by Chris McElligott Park on April 28th, 2016
Very true! The dinosaurs in our upcoming game In Case Of Emergency, Release Raptor are not actually velociraptors, despite our claims. Neither are the raptors in Jurassic Park, though. Look carefully at #4 down there, bottom-center (yeah… tiny. You may need to click the image to see it larger): By Durbed – http://durbed.deviantart.com/art/Dromaeosaur-parade-300881541, CC BY-SA […]
Posted by Chris McElligott Park on April 14th, 2016
Did you know? We’re making a velociraptor game! Our first 3D game, in fact. The first of many. In a nutshell: you get to be a velociraptor, fight robots, and navigate procedural levels. I’ve been stalling on releasing videos or screenshots for weeks now, and I explained in lots of detail recently what was going […]