STATUS UPDATE 5.7.2009

We've been quite busy for past few months with FBL development. We've been testing the new motioncapture device, tweaking the graphics for the game, fixing bugs and improving the gameplay. A lot has been improved but still there's a lot more to improve (as always).


Graphics

As you can probably see from the new screenshots in the main page, we've finally starting to get the full graphics load for the game. We're finally getting rid of the placeholder graphics and those are being replaced with a more final models. This actually helps us to really see how the game runs on our target hardware. Currently we get ~50fps on NVIDIA 8800 GTS in high detail level but there's still a lot of room for optimizations and you can really say that it looks quite promising from a development point of view at the moment. There are still a lot of graphics clitches (like the stick binding to the hands, placeholders in here and there, shoes, textures, arena etc). Hopefully we'll be able to address these things before the next screenshots are released

Animations

We have currently approximately 40 animations integrated in the game and all the basic stuff which is needed for the very basic gameplay is pretty much in place. What's left is more, more and more animations, allowing us to create new features for the game (like protecting the ball etc). Also most of the goalie animations are still missing and we're planning to address that in some near point in future. The good news is that the new motion capture system is working pretty nicely and it's still evolving and improving all the time. You can find a couple of motion capture samples from the main page.

Gameplay

Gameplay has been evolved a lot in past few months. We've integrated tons of animations to the game. There's also in-game arena music and replays available. A Load of bugs have also been fixed. The gameplay is a bit pending of the animations at the moment but we're slowly getting all things into the place. Developing a gameplay for this kind of game is a lot of prototyping and testing work so it's a slow process. It's also the most important thing so we're not going to rush it. It's just better that way.



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