Dev Blog 24 – If you build it, they will come.

Hi everyone, I hope all of you have had a great week!

This week we have been working on a bunch of cool new things!

To start, Alayna has been creating some awesome marketing material in preparation for GDC this March. Be sure to check us out if you plan on being there. As for the game, the environments are starting to feel much more lived in as they start to be populated with various props and items. Speaking of items, we’ve also implemented some brand new build-able items that require a connection with a power source, and provide some very interesting interaction with your surrounding environment.

As always, below is a further breakdown of this weeks work.

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Dev Blog 21 – Fancy Fatigue and Excellent Elevators

Good Morning everyone!

This week we’ve been working on a number of different aspects within the game. On one hand, a lot of work has been done with the player character in regards to displaying damage effects, showing remaining stamina/fatigue , and animating how the player should dodge.  On the other hand, we have been working on polishing up areas like “the Archives” and integrating an elevator system to traverse various areas within the game.

If you’d like a further breakdown of everything accomplished this week, check it out below!

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Dev Blog 18 – Extra Life.

Hello once again everyone!

Before I get to the update, I thought I would take a moment to talk about an awesome event/cause we participated in this year called Extra Life.

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Dev Blog 11 – The Rebirth Trailer Has Arrived!

It’s finally here!

After a ton of hard work designing, modelling, programming, timing audio, recording, and naturally re-recording I am proud to present you with the Rebirth Trailer on behalf of the whole NVYVE Studios team!

We really hope you all enjoy watching it as much as we enjoyed making it, and of course please feel free to let us know what you think on our shiny new Steam Greenlight page.

 

Dev Blog 10 – The Trailer Draws Near

Hi everyone!

Keeping with the new format Adam mentioned last week, this week’s blog will also be a broad look at the team’s progress as a whole.

This week, the team has been really focused on polishing up shots for the upcoming trailer and making sure everything flows well together.

As the trailer release date draws near, everyone is working really hard to make sure the trailer is the best that it can possibly be! Personally, I’m rather excited for all of you to see it!

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Dev Blog 4 – Assuming Direct Control

Hi everyone, it’s great to meet you!

My name is Ian and I’m one of the new developers here on the P.A.M.E.L.A. team. I am so honored to be a part of the team and consider myself lucky to be working on this amazing project with such talented individuals.

Mainly I work closely with Christian (who you may have already met in Dev Blog 2) in programming/developing a lot of our systems for the game. Currently I am working on a number of things including the character controller, the item/inventory system, object detection, and even some visual effect systems.

Enough about me though, how about we get to the good stuff!

Alright, so this week I’ll be talking a bit about the process we went through to create our custom character controller. Before I begin, please be aware that all the content shown (including the character model and animations) are in development. For this post, we’ll be focusing more on the camera’s movement in 3D space, rather than it’s associated visuals and animations.

Below I will cover some of our initial goals for the character controller, the challenges we encountered, and the final outcomes we achieved. So let’s “jump” right in.

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