Congrats Are In Order

The BFS team would like to congratulate the team at Serellan on their release of Takedown: Red Sabre!

http://takedownthegame.com/

Its always an accomplishment to get a title to release, but more so when you do it on a small budget and against the odds. Take some time to pat yourselves on the back and enjoy!

 

 

House Cleaning

We just added a video that got missed on the BFS YT channel about Weapon Customization. It was on Kris’s personal channel so most of you have probably seen it.

A bit old now, but still very cool!

 

Quick update… leave us alone, we’re working.

Excuse the lack of updates, meow, but we’re busy and lack the time to do a proper vid/update due to reasons, none of which I will go into right meow.

Even if you have been living under a rock, you should meow that Takedown: Red Sabre is due to be released any day meow. Whether you supported the TD kickstarer or meow, it is great to see a new game in the tactical FPS genre make its way to release meow. There is a discussion on TD currently on meow forums here.

Anyways, as I said, busy, so I don’t have the time right meow to show off anything related to GB. Maybe next week, I can show you something meow.

Also, meow.

-Kris

Achievement unlocked!

A quick look at some of the new animation and bullet penetration work. Animations are continually being added and refined as well as the transitions between them. This will be an ongoing process until we have everything working perfectly. There is still A LOT of animation work to to, but things are getting there.

Bullet penetration gets some refinement and feature work as well. It still does not take the material into account, but that is coming very soon. The bulk of the work is dealing with the object type (bsp, staticmesh, skeletalmesh etc…) and thickness right now. For characters, player vests will certainly be factored into possible bullet penetration, but we are not exactly sure about pouches and other gear just yet.

Thanks for the continued support…..See you next time!

 

 

Smooth and sultry

A not so quick in-game vid to what we have been up to. Both Kris and John give it a go this time around.

Kris talks a little about packaging the build up to something that isn’t developer related as well as some initial work on patches and bullet penetration code. It’s all rough developer stuff but should give you a taste of where things are going.

John gives a peek into how we are now using a Physically Based Rendering technique inside of Unreal Engine 3. This is very similar to what Unreal Engine 4 and the new Metal Gear Solid Fox Engine use. It’s just a quick intro and not an indepth examination of the technique, so we encourage you to do a little research if you are looking for some more information.

That’s it for now!