February 19, 2013 - sythe

Above, new concept render of ADAM.
November 17, 2012 - sythe

Above, concept art of DXRA.
Sincere apologies for the lack of updates, recently. We've been very busy working on the game.
October 1, 2012 - sythe

Above, the ADAM lab rendered in Unity Free (lighting in the final version will be much better).
Sincere apologies for the lack of updates, recently. We've been very busy working on the game.
August 4, 2012 - sythe
A video at 30 FPS for 120 seconds is 3600 frames/"pictures". If a picture is worth a thousand words, than this blog post is already over 360 000 words long. I'd better stop now.
June 24, 2012 - sythe
News this week has prompted me to write this blog post.

We've begun a swift
transition to Unity, following the addition of new team members and
the announcement of Linux support in Unity 4. The capabilities of Unity3D far exceed those of Ducttape, our previous engine, or of any other open-source engines.
This will enable us to produce a significantly more polished product for numerous platforms.
May 21, 2012 - sythe
Well, looks like this development update is just a little bit late. Nobody noticed, right?
Anyhow, I’ve got some exciting news. We’ve decided to launch a crowdfunding campaign on Kickstarter as soon as we get gameplay footage or more substantial game art. As well, I’ve recruited five new members to the team; two new programmers, an artist, a composer, and a pair of designers. These new contributors will help us continue to progress towards a playable demo of Facade. As well, I’ve begun seeking new channels to recruit talented designers, developers, and producers.
May 1, 2012 - sythe
Over the past fortnight, the team has been hard at work.
Sky has created some concept art of nanobots in action, seen below.

Meanwhile, Tbiz has fully finalized the narrative, and has begun integrating the puzzle gameplay in the core storyline.
EternalWind has completed scripting support for our world editor, and Sidtheone has begun work on the base of the game, enabling scenes to be loaded automatically, which should soon lead to a playable preview release.
As well, ChocoboMaster has finally completed the improved ADAM robot, with the correct fingers, seen below.
April 17, 2012 - sythe
Over the past fortnight, several new members have joined the team.
A pair of helpful artists, one of which, Torumus, created a shiny timelapse video as he created a room for Facade in Maya.
April 2, 2012 - sythe
Over the past fortnight, plenty has happened. The web team, consisting of myself and d3str0y, have been working on a cleaner, faster redesign of the website. As well, I've simplified the current website, dividing it into just four main pages, allowing visitors to quickly and easily find the most important information.
March 18, 2012 - sythe
Over the past few weeks...I mean...the past month, both the technical, art and design teams
have made great progress. The technical team has continued work on our
Ogitor extensions, and I anticipate that they'll be able to provide a
build within the next fortnight. Once a build exists, the design team
can begin creating the levels as they would appear in-game! As for the
art team, Mykeeturn has created the finalized concept art of ADAM's
fingers and arms.

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