By Robert, on 06-11-12
So it’s been a long time since I’ve had a chance to update my blog. The last time I posted on here, the game was just mere months away from release and I was pretty damn petrified. Since then things have been a blur, so much has happened in the last 12 months that I’ve really not had time to reflect on it all, but now I have a bit more free time on my hands I’ve decided to step back and take a closer look at the game’s development, its humble beginnings and the amazing, scary and emotional ride that I’ve been on for the past 3 years.
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By Robert, on 01-12-11
First of all, let me apologise for the lack of updates over the past few months, things have been rather insane here lately to say the least. Back in October, whilst still battling through a mountain of bugs, I decided it would be a good idea for us to enter DE into next year’s IGF. Up until this point Jack and I had been mostly fixing up the game to get it looking and functioning as it did in our Orange Box engine alpha, and although we were through the worst of it, I had yet to do any polish and hadn’t even begun the process of stripping out all of the portal 2 content, not to mention that we didn’t even have a functional UI!
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By Robert, on 20-08-11
So I haven’t posted any updates for a while as things have been rather chaotic here over the past few weeks since we finally got access to the latest Source Engine Code and started the process of porting everything over. Originally I thought it would be a fairly straightforward task since DE’s code was minimal and the content being pretty much done. However, after some initial issues just getting the P2 Engine code to compile, it quickly became obvious once we had a build up and running that things were going to be far from straightforward…
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By Robert, on 02-06-11
Well, a lot has been happening since I last posted here, some of it bad and some of it good…Whilst development on DE has been going relatively smoothly over the past few months, we were unfortunately hit with a rather large setback relating to the University who was originally backing our Indie Endeavour.Due to various convoluted legal reasons regarding liability issues, insurance and a whole bag of other things a cant begin to comprehend, the University decided to pull out of the project just before the final bits of paperwork were due to be signed, and we were to get access to the retail Source code.
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By Robert, on 15-02-11
Hello again! Firstly allow me to apologise for the lack of updates here on my Devblog during recent events. As many of you probably already know by now, an announcement was made over the weekend that Dear Esther was going ‘commercial’(-I prefer the term ‘Independent’). Originally, a press release was sent out last Thursday and was supposed to be embargoed until the 19th of Feb. Unfortunately one site decided to release last Friday, over a week early! Within hours the news was everywhere – cue panic!!
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