Killing Horizon Update - 3/5/2014 - More Art, New Visual Style, and More!

  • Posted on: 5 March 2014
  • By: Admin
Killing Horizon Update 3/5/2014
I've got a new update on my project Killing Horizon, a 64-player-online-RTS/FPS/TPS hybrid wargame! In addition to some great new Concept Artwork, I've implemented a new visual style for the in-game rendering, which is centered upon a 100% dynamic-time-of-day system. Battles can start during the day and then continue into the pitch black only illuminated by the sparsely populated mining outposts. I feel like the new style, while a bit different from the colorful concept art - really goes a long way to creating the feeling of a desolate mining planet on the Battlefield style maps.

Killing Horizon Update - 9/18/2013 - Massive Progress!

  • Posted on: 18 September 2013
  • By: Admin
Killing Horizon Update 9/18/2013
Hey guys, I've got an update on my latest project Killing Horizon ... my epic 64-player-online-RTS/FPS/TPS hybrid! I've been working almost 24/7 on the game since the last update, guess it has been about a month. This is going to be a huge post so buckle up, we're going to hit on just about every aspect of the game.

Killing Horizon Update - 8/15/2013 - AI, Animations, Prototype Maps, etc.

  • Posted on: 15 August 2013
  • By: Admin
Killing Horizon Update 8/15/2013
This is first update for my new project, Killing Horizon ... the last week was a mixed bag of progress on nearly every aspect of the project. Primarily improving the AI ( which has been totally re-written for this game ), I also cleaned up a lot of the animations for particular weapons/items by adding unique versions for most of the weapons/items. Still missing a few unique reload animations for a few of the weapons. Once I get those animations in-game, I'll be animation-complete for the prototype's 7 weapons. I also made progress on 100s of other areas of the project.