Hey guys, we’re running a caption contest this week that ends Friday night! All you have to do is go to our Facebook page, and caption the image above. The best entry wins exclusive early access to play our vertical slice demo. We’re looking for clever banter, like you hope to see in Resurgence, that fits the scene depicted. A heavy does of wit and knowledge of the lore are highly encouraged
Is this a game of chance gone wrong? A blackmail attempt? A mercenary interview? Or just a couple of chums passing the time? Show us what you’ve got!
The prototype is finally far enough along that we feel comfortable showing our core gameplay systems. Remember, this is just a vertical slice prototype and the final game will look and play even better. Enjoy!
And we’re back! Last time I introduced you to four essential members of the team, and this week I’ve got four more for you. Each of these guys has also been with us for over a year, and their contributions have been vital in advancing the project this far. Continue reading Gathering Our Party: NGS Bios (part 2)
Welcome back friends, old and new! In keeping with our Kickstarter preparations, I thought this would be a good time to introduce you all to some of the awesome people helping to make this game a reality. Since we’ve had over 100 people working on this project at one time or another, today I want to start with just four of our most essential and talented people. Each of them has been with us for over a year, and without each of their vital contributions we never could have made it this far. So without further ado, let’s meet the crew. Continue reading Gathering Our Party: NGS Bios (part 1)
Hi guys, and welcome back to another round of Blog Time with Rob! As I’ve mentioned before, we’ve been spending most of our time lately just preparing to launch the Kickstarter campaign. As it turns out, those preparations are taking longer than we anticipated, but we hope you’ll continue to bear with us. In the interest of transparency, that’s what I’ll be talking about today! So the big things we’ve been focusing on lately are (in order of priority): Continue reading Kickstarter Update: Priorities & Plans
Hey guys! Just wanted to give you a quick update on when we’re planning to release updates in the near future. We’re working hard on our Kickstarter preparations, and we recently realized that getting two polished non-rambling updates out every week (Blog and Pic of the Week) was just slowing down our progress too much. So we decided to cut back a little, but you can still look forward to a new update from us every Friday at noon (Eastern US time). We love sharing new info with you all, but we figure you’ll be even more excited to finally play this baby ASAP!
Hi guys, happy Friday! We’ll we’ve covered the design pillars of Project Resurgence in one of my previous posts, and today I want to go a little more in depth on the Exploration pillar: specifically the dialog system. Since Resurgence is such a narrative heavy game, the dialog system (I use the short version of the word, deal with it) is an extremely important element. We’ve spent many hours debating various features and looked to a variety of sources for inspiration, and in the end we came up with the following goals: Continue reading Dialog System: Injecting Gameplay and Reactivity
Hi guys! I’m Jean Charles (JC for short), the User Interface Designer for Project Resurgence. Have you ever held a job both obscure yet primordial? Something that, when your relatives ask, “ So, what do you do for a living?” your stumbling generalizations leave them completely confused? This always happens when I show Project Resurgence’s art and screenshots, and I’m asked what my participation in all this is. At this point, I usually scratch my head and fumble out, “UI…User Interface.” Continue reading User Interface: Where Game Data Meets Elegance