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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