





Turkey Time Update
[ 2017-11-22 21:52:05 CET ] [ Original post ]
Hey, its that time again. What have we been up to? Well, heres a brief run-down.
- Working on the core game. At this point were still on track to have the base done and ready for initial testing by the years end, and were pretty excited about that. That is of course excluding final polish, but our target for final release is still falling in the Q1-Q2 of 2018 range.
- Weve made some major upgrades to our post process effects, lighting setups, and dialogue systems. Not only are we getting better results with these, but the new systems lend themselves better to faster development. Sometimes its a better idea to invest some time into building automated or more dynamic systems that make content creation easier down the road, and thats definitely been that case here.
- Weve recently changed the way Ira loads levels so now Ira runs through one continuous level, preloading the levels as needed through streams. What does this mean? No more loading screens! Weve had this in our minds for awhile, but with Nintendo Switch testing we determined that seamless loading stopped immersion breaking (transitional) moments. It was finally time to implement that kind of system, and weve wrapped that up successfully. Goodbye, waiting around for levels to load!
- Speaking of the Nintendo Switch, our testing with our dev kit has given us some excellent results. Even without final optimization and refinement weve still been getting some solid frame rates. Getting good performance without even fully optimizing is great news, and gives us confidence that performance won't be an issue in the future console releases.
- Music development has been coming along wonderfully, thanks to the latest addition to our team, Davide Chiarella. Hes been doing some great work and really nailing down and defining the music within the world of Ira.
Some miscellaneous questions that were asked:
- What's the status of a possible GOG release? We have talked with them and they have requested a test build which we will provide in the next few months.
- Any idea, how long Act I will end up being? Good question but we don't have a solid answer just yet.
- Any chance that we might get another glimpse at the lore? When we finish the core game play we plan on revamping our website and social media in general to reflect the current game state. At that point a lot of new lore will be released. At this point a lot more will be clear.
- Have you looked into advertising the game through foreign YouTubers as well? Anyone you can confirm already? We have aLexBY11 with 7 million + subscribers. That's our largest (non American) YouTuber.
[ 2017-11-22 21:52:05 CET ] [ Original post ]
Turkey Time Update
[ 2017-11-22 21:52:05 CET ] [ Original post ]
Hey, its that time again. What have we been up to? Well, heres a brief run-down.
- Working on the core game. At this point were still on track to have the base done and ready for initial testing by the years end, and were pretty excited about that. That is of course excluding final polish, but our target for final release is still falling in the Q1-Q2 of 2018 range.
- Weve made some major upgrades to our post process effects, lighting setups, and dialogue systems. Not only are we getting better results with these, but the new systems lend themselves better to faster development. Sometimes its a better idea to invest some time into building automated or more dynamic systems that make content creation easier down the road, and thats definitely been that case here.
- Weve recently changed the way Ira loads levels so now Ira runs through one continuous level, preloading the levels as needed through streams. What does this mean? No more loading screens! Weve had this in our minds for awhile, but with Nintendo Switch testing we determined that seamless loading stopped immersion breaking (transitional) moments. It was finally time to implement that kind of system, and weve wrapped that up successfully. Goodbye, waiting around for levels to load!
- Speaking of the Nintendo Switch, our testing with our dev kit has given us some excellent results. Even without final optimization and refinement weve still been getting some solid frame rates. Getting good performance without even fully optimizing is great news, and gives us confidence that performance won't be an issue in the future console releases.
- Music development has been coming along wonderfully, thanks to the latest addition to our team, Davide Chiarella. Hes been doing some great work and really nailing down and defining the music within the world of Ira.
Some miscellaneous questions that were asked:
- What's the status of a possible GOG release? We have talked with them and they have requested a test build which we will provide in the next few months.
- Any idea, how long Act I will end up being? Good question but we don't have a solid answer just yet.
- Any chance that we might get another glimpse at the lore? When we finish the core game play we plan on revamping our website and social media in general to reflect the current game state. At that point a lot of new lore will be released. At this point a lot more will be clear.
- Have you looked into advertising the game through foreign YouTubers as well? Anyone you can confirm already? We have aLexBY11 with 7 million + subscribers. That's our largest (non American) YouTuber.
[ 2017-11-22 21:52:05 CET ] [ Original post ]
Ira
Ore LLC
Developer
Ore LLC
Publisher
Coming Soon
Release
Game News Posts:
33
🎹🖱️Keyboard + Mouse
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A child reaches for the stars, burdened by circumstance. Folks chained by debt, indentured to the powers at large. Mankind thrust to the stars following after a signal spanning the void of space and time itself. Take a seat and settle into the universe of Ira where the space age coincides with the 1930's depression era.
MINIMAL SETUP
- OS: Ubuntu 14.04 LTS. fully updated
- Processor: Intel Core 2 Duo 2.4 GHz. AMD Athlon X2 2.8 GHz. or higher
- Graphics: ATI Radeon HD 4650 / NVIDIA GeForce GT 220 / Intel HD 4000 Graphics. or equivalent
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