Subscribe via RSS

Finalizing Promotional Things

by John French

We are now finalizing our promotional arrangements and materials. Apologies for being a bit coy with our release date. We’re deep into the endgame here. You can practically hear Morgan Everett giving a speech about stacking boxes.

We’re not literally stacking boxes though.

Playtesting Complete

by John French

The final pre-release playtest has been completed, and we are now addressing the final remaining issues and preparing our promotional materials for the launch of Revision 1.0.

Production Complete

by John French

We’ve finished primary production on Revision 1.0, and have now started our final pre-release playtest. We will be using feedback from this playtest to polish up the gameplay experience and catch any remaining technical issues.

New people and new ambitions

by Björn Ehrby

A lot has happened since December and we have exciting news. We have two new additions to our team, a new programmer and a new 3D artist.

Our new programmer Hanfling joined us late last year to fix bugs in native Deus Ex code. However, this has evolved into the creation of a full featured Deus Ex content creation framework called the Revision Framework. Its roadmap includes support for features found in all current game engines such as terrain, static meshes, deferred lighting and fancy materials to push Deus Ex: Revision visuals to a whole new level.

Cyrus — the other new guy — will pitch in to make use of these features, and create tons of static meshes, while adding content that Project HDTP didn’t cover.

Right now he is working on:

Gunther and Anna

To make full use of the scheduled engine features we need to remake or at least update most of the content already created. However the whole team is excited to make use of the new features and make Deus Ex: Revision the best Deus Ex incarnation of all time.

Edit: As you many have realized, this was an April Fool’s post; we won’t delay Revision for any new features.
However most of the post is correct, Hanfling is working with us to make the Revision Framework and the long term goals are to include the mentioned features, but that would be years into the future. Currently it’s mostly a WIP framework for mods to easily and properly integrate into the game without having to replace DeusEx.u. It will also improve the editing workflow with a new set of tools. It will not be used in the 1.0 release and we’ll only lift a few features from it, such as a fix for incorrect footstep sounds and UI scaling.

We also do have a new 3D artist named Cyrus that joined us a few weeks ago, and he is currently working on replacing some vanilla models, however certainly nothing as indicated by the picture above.

We are very close to release right now and beta testers will be contacted shortly. More info soon to come :)

December Update

by John French

Hello!

We’re into December. This is a shorter update than usual, simply because we just don’t have that much area to cover. First up…

Development targets

We’re aiming to wrap up production, and ideally, launch sometime within the next ten weeks. As before, this is a loose estimate based on current progress and team member availability, and until environment design is finished, it will remain difficult for us to commit to a fixed launch date. In other words, we won’t know when we will release until we’re nearly ready to do so. This is simply part of making a non-commercial project with a widely distributed team; as much as we would love to, we can’t guarantee a steady development pace.

This leads into the next bit…

What we have for you right now

Currently, the environment being redesigned is Area 51 Sector 2- the entrance area to the underground bunker that houses staff barracks and recreation. We’ve got a few screenshots of that to share:

 A51-S2-Bridge.png
A51-S2-Combat.png
A51-S2-Recreation.png
A51-S2-Barracks.png
A51-S2-Pool.png

We’ve also got another tune from the Revision soundtrack: Enemy Within Conversation.


Enemy Within Conversation – Mod DB

A few general comments

We know that development on this project can be frustratingly slow at times, so thank you for bearing with us. We’re closer than ever to completing this project, and we always appreciate your support.

 

Stay tuned.