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Fall 2009 Status report 11.14.09 |
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It has been quite some time since we last posted a status report on the game. Development since our last post has been very mixed. Even during the difficult times, we are still pushing forward. While today's news might sound bad, the future is still looking bright. Ruiner will not be ready for a 2009 release, but it will see the light in 2010.
A couple months ago we lost our level designer. This left us with many levels close to completion and nobody to work on them. Revility has taken up the task of finishing the levels and getting them polished up. This in return has put us behind when it came to finishing the animations and a few other art related task.

Only the sword and hand to hand combat animations are left to do. We have set up a system where animators can use their own custom rigged skeletons or 3ds max bipeds and transfer the animations to the player skeleton with very few requirements. Interested animators can contact us through our mod database site or from the listed contacts on our team page.
Programming, texturing, and modeling wise, we are still going very strong. Ivan has added a dynamic cross hair system, weapon class system, interact/use button, further improved the melee combat system and much more. We are also working on a new more compact dynamic HUD to help deliver the needed info to the player without sucking up too much screen space.

The trailer which we were suppose to have up months ago is still being worked on. We were not happy with the original version and decided to re do it from scratch. It is now close to completion and we are hoping to have up before the years end. To hold everyone over untill the trailer is complete, we have added two ingame screen shots to the media section.
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Death Returns for the Living 11.14.08 |
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After months of hiding in the shadows, we are ready to show and talk about the new content and features which we delayed the game for.
The media section has been overhauled and received 12 new screenshots. We've added ingame renders of our new player model, some of the new weapons and spells.To top this off, we have also added 5 new ingame screen shots.
The info page has been updated with many more new features for the game including head shots & our new enemy pain reaction system. Enemies will now fully react to pain and even fall to their knees or grab the damage body part & scream in agony. Melee & ranged combat have been beefed up. You can now do combos, directional based attacks, special moves, and pistol whips for melee, ranged weapons or spells. Dynamic weapon spread, weapon accuracy, player movement and wall kicks have been added to further elevate combat. More features are currently being added. As they are finished, we talk about them.
By the end of 2008 we are hoping to have everything major wrapped up. This will put us back to where we before the delay. Which was testing, tweaking & doing the many new animations needed to bring all these features to life. We are still recruiting and looking for help in all positions to help finish the game sooner. Ruiner will be released either mid or late 2009. If more help is gained, then we could release it sooner & give a more concrete release date for the first chapter. If you are experienced and interested in joining a mod where there is no waiting for to work, then feel free to contact us through our forums or e-mail Revility directly. Cheers & Enjoy!
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Progress Report 02.23.08 |
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Today we feature three new screen shots from the game. They showcase parts of the second and third level, the Pyrokinetic attack and battling the guardian. Our progress has continued in a good steady pace without any major problems. Ruiner's current development is as follows:
coding/scripting: 80%
modeling: 75%
animation 25%
mapping 75%
music: 100%
sound fx: 80%
Total Progress: 72%
A majority of the work will be completed in the next two months leaving the new player animations and beta testing the final tasks to complete. If anybody is interested in helping us out with doing animations, please feel free apply on our forums. The more help we gain, the sooner Ruiner will see completion. A winter release for it has always been pushing it hard. Thanks to real life and spending the extra time to improve the visuals of the mod, a spring or summer 2008 release is very realistic and achievable. After all the modeling has been finished, expect to start seeing a far more amount of news and media about the mod, including the long overdue trailer.
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Progress Report 12.10.07 |
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During the last month of development we have added many new game play features and visual enhancements to the mod. We have integrated Denton's Enhanced Doom3 mod which brings in a wealth of visual and technical improvements. This includes bloom lighting with HDR like shift sensitivity, Material based decals, particles and sound effects, New weapon FX system, enhanced blood, gore, gibbing,
and much more.
A few more features have been added to the list as well. Melee combat is now combo based using light and strong attacks chained together. We've given the player more defensive options including dashing, dodging and calling upon a telekinetic shield to avoid enemy attacks.
In the media section, a new work in progress ingame screen shot has been added. Today we present the first textured preview for the Icon of Sin's head. In Doom2, The icon was just a Face painted on a wall and spawned Countless waves of enemies. Ruiner's Icon will be more than a head and have more ways to defend himself than just spawning enemies. What these are will remain unseen until release...
Which is still on track for this winter ;)
Special thanks goes out to Ivan_the_B for help with dodging and Denton for letting us intergrate his enhancments.
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