Rise from the Absence – Happy New Years Day 2015!

This may have been uploaded late but it has to be done. It has literally been a full year since we’ve posted anything on this page and today is the day we will explain why. (No the project is not dead and there is no also New Year’s Day video either.)

99 Problems (And a broken computer ain’t none)

As some of you may know, there are not much of the us left on the team, matter of fact, there is only one person (yours truly) covering the development cycle of the game since 2010. This includes the programming and art side of the game, and well as the cinematics. Unfortunately with college still conflicting with my time ever since the Beta countdown (and even after it’s release) my time becomes scarce as each quarter begins. For some of you that know of us (or at least me in particular), this is surely no surprise. However, what may truly be a surprise is that now it has come a point where I may not have much time to complete the project as fast as I eagerly wanted. The beta was supposed to be released last year in September 2013 but something also went financially wrong within my family as well as events that happened throughout my college campus, which kind of forced a change of plans. That, and my last computer decided to bail out of me in May 2014 so it took several months later to acquire a new one. I was lucky enough to backup the data of the game to the SVN before the computer died (and my HDD turned out to still remain safe in my new computer as well) but without a computer I was essentially doomed as I will not be able to work on AM3 (or any commercial jobs to help pay off debt, and I will have a very difficult time completing my college assignments and worst case, withdraw from college and bear MUCH more debt!). Luckily, a family friend saved us from this predicament by lending a financial hand on acquiring a new computer.

Team Management

While that is one problem solved there is still the other one – more recruits. At this rate, I highly doubt I will be able to have enough time to complete the final version fast enough and God knows if I will have any such time once i start moving out of my parent’s home and start living on my own. One person can only do but so much before he/she eventually reaches their exhaustion point, or so I’ve realized. Do not get me wrong, this project will never die under my watch so long as I am still breathing on this planet (unless God-forbid Take-Two Interactive C&D’s it for some rare reason…), but if AM3 is to stand a higher chance of getting released faster as anticipated, we need at least a few artists and sadly even they are very hard to come by (acquiring programmers are just impossible now) without commercial payment involved and I personally despise paying money for hobby projects. Paying for a server and website development are one thing (which I can totally understand) and granted this was a commercial project (as the case with my next game) I would not necessarily mind paying artists and programmers for their effort, but no way in hell will I waste a single penny on a single artist or programmer to create content for a NON-PROFIT hobby project – no price tag, no micro-transactions, no God-f**king pay walls, I am ultimately offering a MUCH larger trade of content in this game (some of which can actually make a game’s sales skyrocket and perhaps at best case, become nearly as commercially successful as minecraft) – 100% free. I personally blame this on the rise and succession of indie games in 2009 ever since UDK was released which also gave AM3 a chance to actually get somewhere.

Luckily we have finally managed to acquire an artist (after so many years, thanks to a very special friend at Binary Sword). However, while he fairly has some experience with modeling and texturing, when it comes to UDK he is totally a beginner. To resolved this, I will have to guide him through the basics of Unreal Engine 3 (UDK) and familiarize him with the engine so he can help me out with the level design the most important aspect of the game we need to work on in the final version of the game (along with additional/revised voice acting to suit the new and improved story plot and net code).

Finally, without further a do, here are some latest screenshots of the progress complete thus far and a taste of what is to come in the final version.

Screenshots - Toy Store WIP
Screenshots - Toy Store WIP
Screenshots - Toy Store WIP
Screenshots - Toy Store WIP
Screenshots - Toy Store WIP

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Thanks!
Neotl Empire.

Army Men III Work In Progress (9/12/13) – Major Improvements and Beta 1.2 Update

It’s been 4 months since we have posted any major progress updates on the Army Men III Beta release. We have been busy behind the scenes repairing many bugs and issues found in the 1st beta release as well as improving on the game’s quality. But how could we ever forget our fans?

Beta 1.2 Update

We released the first Beta release on April 30th 2013 and although it did receive a fairly decent amount of reception, we really felt we could have did better to improve the game. More especially the cinematics and gameplay art. Some of you may noticed the different changes in some of the art (such as the sandbox mission). Unfortunately, I panicked on the art side after receiving feedback from Polycount, personal mentors, and other advice from all possible directions. I was so busy trying to satisfy their art requirements to reach AAA quality that seeing the April 30th release/countdown was really imminent, I just basically panicked.

That is why this next beta update and most other releases will be a proximity release, which I would define as a TBD release or as some would know as – “when it’s done”. We are currently improving the in-game cinematic scenes and the Bink FMVs to meet AAA quality, as well as improving the game’s art quality and clear as many bugs and issues as possible, more especially that annoying vehicle physics glitch, the overly-difficulty AI, and the hidden glitch on the transition of Mission 6 (we already fixed the three). You might also come across more secrets in this updated release….
[spoiler]*cough* Secret mission paths *cough*[/spoiler]

Though, if you have not tried the previous updated release you can download it below.

Army Men III Banner - Download Now

Meanwhile, here is an example of what he have completed so far.

Graphical Improvements on Level Design.Graphical Improvements on Level Design.Graphical Improvements on Level Design.Graphical Improvements on Level Design.Graphical Improvements on Level Design.Graphical Improvements on Level Design.Graphical Improvements on Level Design.Graphical Improvements on Level Design.Graphical Improvements on Level Design.Graphical Improvements on Level Design.
Graphical Improvements on Level Design.

Music

We have welcomed another music composer to the empire (Neotl Empire). Samuel Garner has done a wodnerful job on creating the new music tracks which will replace some of our older tracks, even the original title theme I have composed in 2008. You can find them all here.

That’s all for today folks! Tracks on IndieDB for more updates, or visit our social networks, and enjoy a drink of our finest Imperium! *new game incoming*.

Imperium Energy Drink

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Official Neotl Empire website is up and running!

After so many years, the official Neotl Empire website is now up and running. Unfortunately, the Army men domain expired and some greedy domain reseller compromised it immediately before we could re-acquire the domain, so we will have either convince them to return us back the domain or make a new website under a different domain name. Meanwhile this will serve as a hub website for Army Men III and many of our future projects.

For those of you that don’t know about our current title, you can check it out here.

Those of you that are not familiar with the Army Men series in general, go here.

– Franklin Iheanacho
Founder/CEO of Neotl Empire.