DevTracker

Xeevis

Max Kahuna
Max Kahuna
Forum Tech
Jul 26, 2016
105
541
93
www.emberbot.com
#20
jokes aside what does "Manually verified but not eligible" mean?
That's where all my hair went. I made a mistake offering manual verification to people who were unable to claim reward through the automated wizard. Red 5 screwed up and some founders weren't given founder flag (badge) on forums. First I asked them questions to do initial filtering and then I asked for credentials and looked at their account details.

Let's just say some lied, some tried to trick me, some were very confused and it all culminated into big chunk of my time wasted and it helped just 35 people out of almost 300. At least nobody can say I lack dedication to Em-8ER lol :cool:.
 

Fillmore

Kaiju Slayer
Ark Liege
Ember Dev
Kaiju Whisperer
Jul 26, 2016
46
181
33
40
Utah, USA
#44
Shirts with more graphics would be cool. A couple things to keep in mind though:
  • I am not an employee of Crixa, and I am definitely not in charge of merchandising or marketing. I just got permission from Grummz to do a founder T-Shirt.
  • I am not an artist. Not by a long shot. I barely had enough skills with Illustrator to do a nice vector version of the logo for these T-Shirts.
  • I am not being compensated in any way, shape, or form for the time and effort I've put into these shirts. (And it ended up being a whole lot more than I bargained for in the beginning)
That being said, I'm completely open to the idea of cooler T-Shirts, but I am definitely not the right person to do them. I only made these ones available because @Grummz has, correctly, stated that doing physical rewards takes too much time away from development of the game. I wanted die-hard fans to have some kind of option for T-Shirt, so I volunteered to make it happen.

I'm open to putting more designs into my shop, as long as they are Grummz-approved. If anybody would like to try their hand at it, feel free; bear in mind that all the garments are print-to-order, simply because there aren't enough sales to justify buying in bulk. As such, there are certain limitations to what can be printed. Also, making sure that the printer/fulfillment house would ship internationally at non-ridiculous rates took a while, so I ended up using Printful to print and ship the T-Shirts. They are able to print on the front and back, as well as doing an "outside label" on the back up near the collar. There is no all-over printing, no sleeve printing... in essence none of the really "cool" stuff.

Also, I feel the need to re-state that any profit from these T-Shirts goes first to covering CC transaction fees for the shirts, and second to the cost of using Shopify ($30/month) to maintain a web shop. Any profit after that will be forwarded directly Crixa Labs to go towards development of the game. I am not doing this to line my own pockets. In fact, I am currently operating at a loss.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#30
Hi everyone. We ran out of time to shoot video last Sunday, so we are shooting a video update this Sunday for posting next week. Just wanted to let everyone know.

Playable mockup is going slower than we wanted, but there hasn't been any redesign. We did modify the Omniframe based on all the user feedback we got, and we are working on the changes to the model now.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#1
We didn’t post a Friday update last week, but I thought I would pop in and let you know what we’ve been up to.

A lot of game development is tedious and unexciting. We are doing a lot of clean up. I cleaned up project directories and Unreal builds. Alejandro has been cleaning up and prepping the human models. Joe and Tommaso and I have been working on a plan to get the new Omniframe efficiently. More specifically:

1) Human models are 160,000 polygons. We are building them this way for future cut-scene use. But we decided to also prep a lower polygon 30,000 or so, for ease of animation. You see it’s very slow to animate a 160k poly figure, so we needed a lower poly one to animate. We are also going to use the 30k version for our in-game highest LOD model, and let software called Simplygone to auto generated the rest of the LODS. The humans also needed to be stripped of their temp hair, and lower poly teeth created, as well as tongues. Status: DONE. We have the high poly and low poly masters ready, albeit untextured and without hair, but good for animation.

2) We went back and forth between a custom Maya rig and blend using a popular human rigging system called HumanIK. In the end we used a HumanIK system and added custom controls for our facial experessions. Now that the human models are prepped with low poly versions, these will finish rigging and be ready shortly. We do plan to have some out of Omniframe animations, like when your suit is destroyed or you leave the suit to enter a building or new suit.

3) Omniframe cleanup. Starting from Tommaso’s great high Rez model, we have to now prepare new low-poly meshes from this and clean up the high-poly to make it optimal to bake normal maps. Normal maps are what trick the eye into seeing more detail and curves than is actually there in the high poly. Normal maps make a low poly model look like a high poly. This is not an easy process. Joe first started by creating a colored guide that showed which pieces need the most rework or new work done. I’m currently working on a collar plate to see how long it takes to create a low poly and unwrap it for baking UVs. Our intention is to divide up the work to make it go faster.

4) I’m interviewing a modeler for a more low-poly and texturing work. Looking for people with prior game industry experience that can hit the ground running. If you know someone who has done game ready models for shipping games before, let me know. We need the extra help in texturing too. So looking for those who can texture characters or hard surface in Substance Painter.

5) Jetpacks. I’ve started fooling around with the Unreal base project, to add some jet packing models. Going to do this while we wait for art to complete. I will hook up a variety of ways to do jetpacks and see which method I like the best. Then I plan to get Justin’s help (the original designer of the beta jetpack) to test the feel and give me his opinions.

6) Music. Bross has started in on the music for Em-8ER’s thumper encounter. Nothing to hear just yet as he is recording and sourcing instruments first to explore a feel for the music.

That’s our update for now. I’ll keep you posted. Reworking the Omniframe is most critical path for us right now.