Dec 31, 2017
Project Genom - kagerott


Happy New Year!
Hello, dear friends! First of all, we’d like to wish you a truly happy New Year. Let these holidays be unforgettable and heart-warming even if it may be freezing outside. We also wish all our players to save their extraordinary endurance that one must surely have to wait until the Project Genom is complete. =) We’re sure that such an endurance and the ability to do everything your way is a powerful ally that will always help you in your life. Let the year 2018 be the best year ever! We send positive vibes to all of you, your friends and your family. Hooray!



2018 To-Do List
Today we’d also like to give a brief description of our near-term plans for the coming year.
  • Our main task for the whole 2018 will be letting the project enter the Beta stage of development. This means a full restart of the project with all basic features implemented. It would also result in mass testing, frequent updates, and total revival of the game.
  • The first thing we plan to do will be to transfer the updated game version from PTS to the main servers. To implement these plans, we must finish debugging the current PTS version and add a huge bulk of quests into the game. Once done, we’ll make sure that the main game servers will receive frequent updates, and PTS servers will be used for preliminary closed testing.
  • One of the main points in our ‘to-do’ list is to complete and fully implement the character progression system with the skill points distribution, and abilities to choose the development nodes and use the active skills. Our team has already finished working on the basic project functionality required for this, but there’s still a lot of work to do until we add the full-scale character progression system.
  • We also plan to add a full-fledged crafting system and the ability to collect resources.
  • It is planned to add the special character equipment, namely Mechs, manipulators, and organic covers, as well as the ability to level up the corresponding skills.
  • Among other plans, we’ll work on the quad bike and add character animation, proper physics, transport behavior system, effects, and sounds.
  • As part of adding the quests into the game, we'll also introduce new NPCs, mobs, and bosses.
  • We plan to add mass events in the open world.
  • This year, we’ll be spending a lot of time working on the project’s social structure, and therefore we’ll add chat rooms and create an opportunity for our players to gather in groups. We also plan to work on the syndicates.
  • We also remember about our English-speaking community and will undoubtedly add the complete English localization.
  • In addition, we are going to pay great attention to optimization and overall improvement of the game performance.
  • Furthermore, regardless of the development stage, we’re constantly working on the game balance and writing main and additional quests. Each testing makes new data available for us, and this data affects the future game balance that we constantly improve.
Our team has great plans ahead and hope to implement them all. We’re also going to post our Weekly Newsletter until the project reaches such a development stage when the work we've done over the week will be clearly described in the updates.

In conclusion, we’d like once again to wish you a happy New Year!


Dec 31, 2017
Project Genom - Kagerott


Happy New Year!
Hello, dear friends! First of all, we’d like to wish you a truly happy New Year. Let these holidays be unforgettable and heart-warming even if it may be freezing outside. We also wish all our players to save their extraordinary endurance that one must surely have to wait until the Project Genom is complete. =) We’re sure that such an endurance and the ability to do everything your way is a powerful ally that will always help you in your life. Let the year 2018 be the best year ever! We send positive vibes to all of you, your friends and your family. Hooray!



2018 To-Do List
Today we’d also like to give a brief description of our near-term plans for the coming year.
  • Our main task for the whole 2018 will be letting the project enter the Beta stage of development. This means a full restart of the project with all basic features implemented. It would also result in mass testing, frequent updates, and total revival of the game.
  • The first thing we plan to do will be to transfer the updated game version from PTS to the main servers. To implement these plans, we must finish debugging the current PTS version and add a huge bulk of quests into the game. Once done, we’ll make sure that the main game servers will receive frequent updates, and PTS servers will be used for preliminary closed testing.
  • One of the main points in our ‘to-do’ list is to complete and fully implement the character progression system with the skill points distribution, and abilities to choose the development nodes and use the active skills. Our team has already finished working on the basic project functionality required for this, but there’s still a lot of work to do until we add the full-scale character progression system.
  • We also plan to add a full-fledged crafting system and the ability to collect resources.
  • It is planned to add the special character equipment, namely Mechs, manipulators, and organic covers, as well as the ability to level up the corresponding skills.
  • Among other plans, we’ll work on the quad bike and add character animation, proper physics, transport behavior system, effects, and sounds.
  • As part of adding the quests into the game, we'll also introduce new NPCs, mobs, and bosses.
  • We plan to add mass events in the open world.
  • This year, we’ll be spending a lot of time working on the project’s social structure, and therefore we’ll add chat rooms and create an opportunity for our players to gather in groups. We also plan to work on the syndicates.
  • We also remember about our English-speaking community and will undoubtedly add the complete English localization.
  • In addition, we are going to pay great attention to optimization and overall improvement of the game performance.
  • Furthermore, regardless of the development stage, we’re constantly working on the game balance and writing main and additional quests. Each testing makes new data available for us, and this data affects the future game balance that we constantly improve.
Our team has great plans ahead and hope to implement them all. We’re also going to post our Weekly Newsletter until the project reaches such a development stage when the work we've done over the week will be clearly described in the updates.

In conclusion, we’d like once again to wish you a happy New Year!


Dec 25, 2017
Project Genom - kagerott


Introduction
Greetings, friends! First of all, we wish Merry Christmas to everyone who celebrates this wonderful holiday! Let everyone have peace, love, tranquility, and patience in these troubled yet very good times.

People in many countries of the world are celebrating and enjoying the festive mood but we’d like to share our weekly report on the work we’ve done over the last week for those who will happen to check the development progress.

Software
Currently, our team is testing and debugging the quest system. Over this week, we added a number of fixed and corrected various flaws:
  • Added the new version of quest awards.
  • Fixed working with several map tags for one object.
  • Fixed the stuck Shift key issue that appeared after a player interacted with something.
  • Fixed the initial level shooting issue.
  • Character rotation is set to default in movement-stopping triggers, for example quest-receiving triggers.
  • Fixed incorrect character rotation when the player is holding RMB.
  • Fixed the issue with rifle being teleported from hands behind the back when changing weapons.
  • Fixed the issue with doubled weapons after using the quad bike.
  • Fixed the trading terminal work.
  • Fixed the issue with the stuck red color from the cross-wire.
  • Refactored (reworked the code for better understanding and easier error-fixing) removal of opponents in the open world.
  • Fixed issues with journal quests being transferred to the completed category.
  • Removed unnecessary sounds and movements when changing holstered/sheathed weapons.



Our team is still working on the Mech system.




This week, we’ve updated our Trello board that includes brief information about the current development stage, the work we’ve done, and what’s being tested. If you missed some news but want to get a short summary, visit the page by clicking the following link:

https://trello.com/b/UU5syXYn/project-genom-rus

World
This week, we completed the basic map and added all major sites, such as the Ark, arched stone structures, large buildings, giant alien plants, etc. The rocks that make up the visible world borders were transferred as well. In addition, we backed the normal maps to further improve the visual component. Further work on the map will continue at the stage of the main quests finalizing as there’s a lot of work to be done on the game world, especially with quest points. At this stage, we’ll work with the terrain and details, which will inevitably lead to changing many areas of the map. At the moment, the map will help in testing the game world, namely tags, areas, and tasks.



Character
This week, we finished the low-poly model for the male version of the eighth series armored suit. We also created all necessary textures, added the model to the engine and set up the configurations.



We’re still creating animations for the male version of the “Imp” organic cover.



Conclusion
Our team is working on the project. As the New Year dawns upon us, it’s getting more difficult to wait, but we believe that we should take our time to make the game come out as we’ve all imagined it to be.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Dec 25, 2017
Project Genom - Kagerott


Introduction
Greetings, friends! First of all, we wish Merry Christmas to everyone who celebrates this wonderful holiday! Let everyone have peace, love, tranquility, and patience in these troubled yet very good times.

People in many countries of the world are celebrating and enjoying the festive mood but we’d like to share our weekly report on the work we’ve done over the last week for those who will happen to check the development progress.

Software
Currently, our team is testing and debugging the quest system. Over this week, we added a number of fixed and corrected various flaws:
  • Added the new version of quest awards.
  • Fixed working with several map tags for one object.
  • Fixed the stuck Shift key issue that appeared after a player interacted with something.
  • Fixed the initial level shooting issue.
  • Character rotation is set to default in movement-stopping triggers, for example quest-receiving triggers.
  • Fixed incorrect character rotation when the player is holding RMB.
  • Fixed the issue with rifle being teleported from hands behind the back when changing weapons.
  • Fixed the issue with doubled weapons after using the quad bike.
  • Fixed the trading terminal work.
  • Fixed the issue with the stuck red color from the cross-wire.
  • Refactored (reworked the code for better understanding and easier error-fixing) removal of opponents in the open world.
  • Fixed issues with journal quests being transferred to the completed category.
  • Removed unnecessary sounds and movements when changing holstered/sheathed weapons.



Our team is still working on the Mech system.




This week, we’ve updated our Trello board that includes brief information about the current development stage, the work we’ve done, and what’s being tested. If you missed some news but want to get a short summary, visit the page by clicking the following link:

https://trello.com/b/UU5syXYn/project-genom-rus

World
This week, we completed the basic map and added all major sites, such as the Ark, arched stone structures, large buildings, giant alien plants, etc. The rocks that make up the visible world borders were transferred as well. In addition, we backed the normal maps to further improve the visual component. Further work on the map will continue at the stage of the main quests finalizing as there’s a lot of work to be done on the game world, especially with quest points. At this stage, we’ll work with the terrain and details, which will inevitably lead to changing many areas of the map. At the moment, the map will help in testing the game world, namely tags, areas, and tasks.



Character
This week, we finished the low-poly model for the male version of the eighth series armored suit. We also created all necessary textures, added the model to the engine and set up the configurations.



We’re still creating animations for the male version of the “Imp” organic cover.



Conclusion
Our team is working on the project. As the New Year dawns upon us, it’s getting more difficult to wait, but we believe that we should take our time to make the game come out as we’ve all imagined it to be.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.
Dec 18, 2017
Project Genom - kagerott


Introduction
Greetings, friends! Project development goes on, as we’re actively testing and correcting the PTS version together with all the interested players. We still have a lot of work to do, but the game is closer to being transferred to the main servers. Our team is ready to share our weekly report on the work we’ve done over the last week.

Software
The largest bulk of work is still related to the quest system. Our team is also fixing all bugs that our players have found and is adding new features according to our community’s desires. Over this week we’ve:
  • Added the animation when interacting with the Eyes.
  • Added the server block of the Eyes that a player has already interacted with.
  • Enabled the camera control option during interactions.
  • Corrected the initialization of health, shield, and energy parameters.
  • Prohibited switching from one Eye to another while interacting with one of them if they are located close to each other.
  • Fixed a bug with the interaction animation being interrupted when the weapon is sheathed/holstered.
  • Fixed a bug with the repeated interaction with the already used and invisible Eyes.
  • Fixed a bug with the incorrect eyes ID generation.
  • Fixed a bug with the hair shader.
  • Implemented the character initialization (when a character appears in the quest-starting trigger).
  • Organized the data and documents on the quest system.
  • Worked with documents on the C++ coding style.
  • Added the system that hides an object or lets it be visible after interaction with an Eye.
  • Added the action button available for the quest items if the quest is active and a player is on its corresponding stage.
  • Added the mouse sensitivity change option when interacting with objects.



This week, we’ve ported the project to the new UE4.18.2.



We’re working on the Mech system. This week, our main tasks were related to the Mech weapon system.



World
Our team has created 100 basic pieces of the future map and transferred them to the project. At the moment, they are being finalized and improved, as well as the separate large map elements that could not be baked in a single model, i.e. the Ark, the largest structures in the world, giant boulders and rocks.




Character
This week, we finished the high-poly model for the male version of the eighth series armored suit.



We’re still creating animations for the male version of the “Imp” organic cover. In addition to working on animations, we’re setting up the character controller and adjusting the speed of movement, skill using, and other actions.



Conclusion
We’re still working non-stop and are focused on finding bugs that interfere with the due implementation and configuration of the quests in the open world.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.


Dec 18, 2017
Project Genom - Kagerott


Introduction
Greetings, friends! Project development goes on, as we’re actively testing and correcting the PTS version together with all the interested players. We still have a lot of work to do, but the game is closer to being transferred to the main servers. Our team is ready to share our weekly report on the work we’ve done over the last week.

Software
The largest bulk of work is still related to the quest system. Our team is also fixing all bugs that our players have found and is adding new features according to our community’s desires. Over this week we’ve:
  • Added the animation when interacting with the Eyes.
  • Added the server block of the Eyes that a player has already interacted with.
  • Enabled the camera control option during interactions.
  • Corrected the initialization of health, shield, and energy parameters.
  • Prohibited switching from one Eye to another while interacting with one of them if they are located close to each other.
  • Fixed a bug with the interaction animation being interrupted when the weapon is sheathed/holstered.
  • Fixed a bug with the repeated interaction with the already used and invisible Eyes.
  • Fixed a bug with the incorrect eyes ID generation.
  • Fixed a bug with the hair shader.
  • Implemented the character initialization (when a character appears in the quest-starting trigger).
  • Organized the data and documents on the quest system.
  • Worked with documents on the C++ coding style.
  • Added the system that hides an object or lets it be visible after interaction with an Eye.
  • Added the action button available for the quest items if the quest is active and a player is on its corresponding stage.
  • Added the mouse sensitivity change option when interacting with objects.



This week, we’ve ported the project to the new UE4.18.2.



We’re working on the Mech system. This week, our main tasks were related to the Mech weapon system.



World
Our team has created 100 basic pieces of the future map and transferred them to the project. At the moment, they are being finalized and improved, as well as the separate large map elements that could not be baked in a single model, i.e. the Ark, the largest structures in the world, giant boulders and rocks.




Character
This week, we finished the high-poly model for the male version of the eighth series armored suit.



We’re still creating animations for the male version of the “Imp” organic cover. In addition to working on animations, we’re setting up the character controller and adjusting the speed of movement, skill using, and other actions.



Conclusion
We’re still working non-stop and are focused on finding bugs that interfere with the due implementation and configuration of the quests in the open world.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.


Dec 11, 2017
Project Genom - kagerott


Introduction
Hello, dear friends! Our team is extremely busy with the Project Genom development and is ready to share our weekly report on the work we’ve done over the last week.

Software
We’re still adding final improvements and upgrades to the PTS version of the game. At the current moment, close attention has been brought to the critical bugs that are found by our testers. PTS servers are constantly updated as we improve our project by correcting all mistakes found by the players willing to participate.



Our team is fixing errors with the transport system, mobs, quests and other game elements of the game, which directly depend on the network.



The Mech system is also being revised and upgraded.




World
Another challenge that we faced was creating a 3D map of such a big in-game world, given the need to considerably optimize the project in terms of the MMORPG features and retain the possibility of making further permanent changes in the world. Our initial calculations and plans proved to be insufficient — we needed better picture and optimization. In this regard, we started looking for other options. First of all, we evaluated an option of transferring the models from the Engine to the third-party 3D packages with subsequent optimization. But it wasn’t what we’ve been looking for, as this option was laborious and time-consuming, in addition, it created a need for the vast number of polygons and materials.



Then we considered the option of creating a map by means of displacement as it is done in a number of modern games. In general, this method is based on baking the height texture map and then “squeezing” all heights on the plane surface. On the one hand, this method seemed rather good in terms of performance. It also looked well due to the color map baking and won’t take much time in comparison with our previous experiments. On the other hand, such 3D maps should not be made rotatable, since the side faces of all objects would be represented as flat planes with stretched textures. This feature also created the so-called “ledge issue” — if there is a large object that above the ground like a ledge and the character can walk under it, it’s impossible to represent it on the map and take into account when squeezing the surface. The final model would feature this ledge smoothly becoming the ground and the character walking under the ledge of a cliff will be shown as if the character is inside the model.



After a few more options, we made our decision to use an adequate pipeline, which would meet all our requirements. This final option featured all the advantages and best features of our previous experiments with the 3D map. We decided to transfer objects from the game to third-party 3D packages stitching all objects into one model on each square mile of the map, removing all unnecessary polygons and with subsequent retopology (reducing the number of polygons of the 3D model). In addition, we used the color map baking that is used in the displacement method, which allowed us to quickly add color to the model without using complex shaders and a huge amount of materials. There also was a number minor technical features of model preparation, but if we omit this, in the end, we got a 3D map, which can be rotated at any angle and zoomed in up to very small buildings. Also, the final map parts are relatively fast in means production and have the least number of polygons than all the above-mentioned methods would allow.



Another great advantage of this method is that these map models will be used in the game as the last level of the object fade distance on mile-wide parts of the in-game world. This detail level will be used when displaying objects located at a distance. This will allow seeing the whole world at once, without overlapping it with a dense fog, and at the same time, won’t affect the performance. Using the same models for the map and object fade detail levels has significantly reduced the time spent on two major tasks. At the moment, we’re creating all pieces of the map according to the tested scheme.



Character
This week, we started creating models for the last armored suits series that we’ve already mentioned in one of our Weekly Newsletters. This eighth series will feature the flying armor plates that our team is busy creating and implementing.



Conclusion
The non-stop game development makes us really excited. The biggest goal we’ve met this week clearly was finding the way to create a light and good-looking 3D map. We’d like to note that we take all your wishes into account and encourage all the players to leave feedback. One of the popular wishes will come true as we’ll significantly improve the in-game navigation (compared to the previous version).
The most pressing challenge is the software part of our project that still needs improvement and undergoes never-ceasing testing. Bugs and flaws that our players find via PTS do not allow updating the main game servers.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.


Dec 11, 2017
Project Genom - Kagerott


Introduction
Hello, dear friends! Our team is extremely busy with the Project Genom development and is ready to share our weekly report on the work we’ve done over the last week.

Software
We’re still adding final improvements and upgrades to the PTS version of the game. At the current moment, close attention has been brought to the critical bugs that are found by our testers. PTS servers are constantly updated as we improve our project by correcting all mistakes found by the players willing to participate.



Our team is fixing errors with the transport system, mobs, quests and other game elements of the game, which directly depend on the network.



The Mech system is also being revised and upgraded.




World
Another challenge that we faced was creating a 3D map of such a big in-game world, given the need to considerably optimize the project in terms of the MMORPG features and retain the possibility of making further permanent changes in the world. Our initial calculations and plans proved to be insufficient — we needed better picture and optimization. In this regard, we started looking for other options. First of all, we evaluated an option of transferring the models from the Engine to the third-party 3D packages with subsequent optimization. But it wasn’t what we’ve been looking for, as this option was laborious and time-consuming, in addition, it created a need for the vast number of polygons and materials.



Then we considered the option of creating a map by means of displacement as it is done in a number of modern games. In general, this method is based on baking the height texture map and then “squeezing” all heights on the plane surface. On the one hand, this method seemed rather good in terms of performance. It also looked well due to the color map baking and won’t take much time in comparison with our previous experiments. On the other hand, such 3D maps should not be made rotatable, since the side faces of all objects would be represented as flat planes with stretched textures. This feature also created the so-called “ledge issue” — if there is a large object that above the ground like a ledge and the character can walk under it, it’s impossible to represent it on the map and take into account when squeezing the surface. The final model would feature this ledge smoothly becoming the ground and the character walking under the ledge of a cliff will be shown as if the character is inside the model.



After a few more options, we made our decision to use an adequate pipeline, which would meet all our requirements. This final option featured all the advantages and best features of our previous experiments with the 3D map. We decided to transfer objects from the game to third-party 3D packages stitching all objects into one model on each square mile of the map, removing all unnecessary polygons and with subsequent retopology (reducing the number of polygons of the 3D model). In addition, we used the color map baking that is used in the displacement method, which allowed us to quickly add color to the model without using complex shaders and a huge amount of materials. There also was a number minor technical features of model preparation, but if we omit this, in the end, we got a 3D map, which can be rotated at any angle and zoomed in up to very small buildings. Also, the final map parts are relatively fast in means production and have the least number of polygons than all the above-mentioned methods would allow.



Another great advantage of this method is that these map models will be used in the game as the last level of the object fade distance on mile-wide parts of the in-game world. This detail level will be used when displaying objects located at a distance. This will allow seeing the whole world at once, without overlapping it with a dense fog, and at the same time, won’t affect the performance. Using the same models for the map and object fade detail levels has significantly reduced the time spent on two major tasks. At the moment, we’re creating all pieces of the map according to the tested scheme.



Character
This week, we started creating models for the last armored suits series that we’ve already mentioned in one of our Weekly Newsletters. This eighth series will feature the flying armor plates that our team is busy creating and implementing.



Conclusion
The non-stop game development makes us really excited. The biggest goal we’ve met this week clearly was finding the way to create a light and good-looking 3D map. We’d like to note that we take all your wishes into account and encourage all the players to leave feedback. One of the popular wishes will come true as we’ll significantly improve the in-game navigation (compared to the previous version).
The most pressing challenge is the software part of our project that still needs improvement and undergoes never-ceasing testing. Bugs and flaws that our players find via PTS do not allow updating the main game servers.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.


Dec 4, 2017
Project Genom - kagerott


Introduction
As the development goes on, our PTS servers with the updated quest system are being tested by our dear players. Once again, we’d like to express our gratitude to our community and everyone who supports us. While the testing is still in progress, here is another traditional weekly report on the work we’ve done over the last week.

Software
Our team is still engaged in improving and debugging the quest system. Gradually, new quests are being implemented into the game. Also, we’re now actively correcting flaws the main character has. These flaws have been revealed during the quest testing.



The quad bike is being improved as we’re fixing all the critical bugs.



The basic Mech system is still being implemented.



World
Another aspect of our work is improving the world of Avalon. This week we’ve completed a large point-of-interest area with the Gunar ruins as well as the extensive zone with unique vegetation around this location.




We’ve finished our main and most extensive tasks dealing with the game world, and this week we’ve begun creating the final version of the 3D map. This objective is time- and energy-consuming, but it’s also very important, as we can decide from the wishes our players have expressed. In addition, there are certain technical difficulties that we have to solve in order to ensure that the map will be duly updated in future.



Character
This week we completed and set up the female version of the “Dreadnought” armored suit, which was also implemented into the project.



We’re still creating animations for the male version of the “Imp” organic cover. At the moment, our team creates and sets up animations for all basic skills.



Conclusion
The game development goes non-stop, we’re still enthusiastic and optimistic because together with our players we can see how the Project gradually takes its final shape. We hope that soon everyone who stayed away from testing the game on the PTS servers for some reason will be able to evaluate the efforts our team and players have made over the last year of development.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.



Dec 4, 2017
Project Genom - Kagerott


Introduction
As the development goes on, our PTS servers with the updated quest system are being tested by our dear players. Once again, we’d like to express our gratitude to our community and everyone who supports us. While the testing is still in progress, here is another traditional weekly report on the work we’ve done over the last week.

Software
Our team is still engaged in improving and debugging the quest system. Gradually, new quests are being implemented into the game. Also, we’re now actively correcting flaws the main character has. These flaws have been revealed during the quest testing.



The quad bike is being improved as we’re fixing all the critical bugs.



The basic Mech system is still being implemented.



World
Another aspect of our work is improving the world of Avalon. This week we’ve completed a large point-of-interest area with the Gunar ruins as well as the extensive zone with unique vegetation around this location.




We’ve finished our main and most extensive tasks dealing with the game world, and this week we’ve begun creating the final version of the 3D map. This objective is time- and energy-consuming, but it’s also very important, as we can decide from the wishes our players have expressed. In addition, there are certain technical difficulties that we have to solve in order to ensure that the map will be duly updated in future.



Character
This week we completed and set up the female version of the “Dreadnought” armored suit, which was also implemented into the project.



We’re still creating animations for the male version of the “Imp” organic cover. At the moment, our team creates and sets up animations for all basic skills.



Conclusion
The game development goes non-stop, we’re still enthusiastic and optimistic because together with our players we can see how the Project gradually takes its final shape. We hope that soon everyone who stayed away from testing the game on the PTS servers for some reason will be able to evaluate the efforts our team and players have made over the last year of development.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:
http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.



...

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