Sunday, August 12, 2012

Xors3D: Dead or alive?



The silence. It's overwhelming.
           -- Ceteral

True words. And we're sorry for that, but there is a reason. It's not that we want to stop development or abandon the game. It's because the developer of the 3D engine Xors3D that we use on G.R.E.Y. has vanished and did not reply to any post/pm/mail in the last 80 days or so. We do not know what happened to him, nor do we know what will happen to the engine. The problem is, we haven't bought a license for Xors3D yet, as we wanted to use the Trial version as long as it allowed us to. And we won't be able to buy a license now, now that the Developer is gone.
Therefore we decided to pause development on G.R.E.Y. to see how things come out. We could restart the project on another engine of course, but that is a LOT of work. We also don't want to continue development on a dead engine with bugs (And it has bugs, we thought they'd be fixed until release).
Believe me, I'm pretty upset about this. We put a lot of work in this project already, and it's not easy to just pause it, even though it all went good so far. But developing without knowing how it'll end is no fun either.

By the way here's a thread in the Xors forum, about the sudden disappearance of .Squid, the developer. We're not the only ones that are concerned:
http://area.xors3d.com/forums/viewtopic.php?f=5&t=940&sid=e5d84393fcc7bf76c3a1d605d60a2278

Tuesday, May 22, 2012

Quick update

Hey folks,
I thought I'd write a quick update for those wondering if we're still doing progress. And yes, we are doing good progress, although it's this kind of progress we can't really show to you. One reason for that is, that 50% of our latest work was fixing bugs and glitches, doing some polishing with animations and scripting etc. The other reason is, that we did some good progress in terms of mission design, BUT we don't want to spoil it, of course. Well, I guess another screenshot wouldn't hurt too much though.

Monday, March 26, 2012

Short video

So here it is, some moving pictures. It's not as much as I actually intended to show you, but I just didn't find the time for more. The video shows some of the blood effects I've been recently working on. As you can see the specular lighting still needs some work, but I'm quite happy with the blood running down the wall.
As a little extra you may watch another stickman being crushed by a giant letter.
Sorry for the bad video quality and stuttering, this is due to the capturing.

Wednesday, March 14, 2012

Ingame screenshot

So here's an ingame screenshot from our first level:



Feel free to comment and stay tuned; an ingame video is on the way.

Monday, March 12, 2012

The art

Well at least it's not ASCII art. Here's a little concept, just for you to get an idea of how our game will look like.


Ingame screens are most likely to follow the next few days...

May I introduce you?

This is a blog about a game called G.R.E.Y., which is currently under development by us: A small team consisting of two game-engineering students.

So what is G.R.E.Y.?
First of all; it's black and white.
Secondly; it may be a bit brutal.
That's pretty much it. You'll take over the role of a sniper, plan your assassinations, find your targets and finally eliminate them.

So in future, you'll find all news of this game such as videos, concept arts, screenshots and release dates here on this blog.

Have fun!