alexesther:

btxsqdr:

Hey! It looks like Proven Lands will be shown in the Game Loading Rise of the Indies film about the daily indie madness :D 

So glad Proven Lands is still alive and kicking! I really enjoyed the concept download from back when.

You guys rock! We are on it, slowly but steadily.

Somehow we managed to do everything from our desks without big contacts or attending conferences. But next year E3, I hope. It will be our first conference. No pressure.

DevLog #1: Cakes & progress

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Hey guys

It’s been a busy time for us. Coffee, cakes & progress!

Updates

After the first excitement about the investment settled down, the paperwork roles in. Despite the tiny team and the indie glory, it’s a company that has to pay taxes and all that.

Jeffrey and I are constantly working on the concepts. We build concept stripes like those below - for the 3D artists. We’ve been working on the flora and alien houses lately. Prior to that on drones and a few other things.

At the same time I do some magic on the voxel engine. For instance, today I added the new flying islands with grass and trees. We have a view distance of 16 km at an altitude of 20 m now, which is important to me – I’d like to give us all the feeling of being lost on a planet. But we’ll see how it’ll end. However, right at this moment you can already run around, dig, destroy, build stuff (without trying to be Blockscape or EverQuest Next, obviously), pick up or place things. Looking back at the failures of StarForge (5/10 on Steam), I always felt like we only need a voxel engine to show manipulation (digging, mining), damage (combat) or unforeseen events (meteor crash?) — but not for the purpose of house building. Less is often better than more. So as soon as I’ve fixed a few major issues and when it looks cool, I’ll throw in in-game screens and video updates. *hope hope*

I also constantly tweak the game design which includes game’s mechanics and balancing. As mentioned before, we’ve made a few awesome focus changes. In the end we hope you’ll see why we believe it’s totally worth the patience.

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Questions

How big is the investment? Oh, that’s a secret. It’s enough to finish the game. All that matters is the release in 2015.

Who is that investor? We’re not in a hurry. One step at a time.

What is the big deal with that voxel engine thingy anyway? Uh. When you look closer at most (non-cubic) voxel engines you’ll see that their view or render distance is low (often < 1 km), lower than of a cubic voxel engine and of a non-voxel terrain engine. A major reason for that are holes between different level-of-detail meshes in a seamless terrain, as seen below in the blog link of Miguel, the guy behind the voxel engine of Landmark and EverQuest Next. It is quite a computer science issue these years where only a hand of algorithms solve this issue for non-cubic voxel terrains. So we try to be cautious. ;)

http://www.terathon.com/voxels/

http://procworld.blogspot.de/2013/07/emancipation-from-skirt.html

Also check out for discussions and questions:

http://provenlands.com/forum

https://www.facebook.com/provenlandsgame

Next update in 2-4 weeks!

Cheers, Rafael

Proven Lands is funded! WE DID IT!

btxsqdr:

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Hey guys

We are funded. WE ARE FUNDED! Woot woot!

After months of negotiations and struggle, we finally made it. Looking back to where we started one year ago, it became quite a journey of its own. Thanks to all who have stood by us as we took some wobbly steps. Your support really has helped us reach this point.

We’ve met some publishers and refused bigger and some bloody bold offers along the way. You got to watch out for the creepers out there, that’s for sure. But it wasn’t all bad - we got some surprisingly positive feedback from bigger guys as well and made some friends. So, yeah, we learned one or two things before we finally made it.

Furthermore we started exploring the idea of a 2D sci-fi survival game. 2D was interesting for a moment, but we quickly returned to Proven Lands. After seeing so many survival games released this year (and so many of them failing) there came a point where we started to rethink the stuff we’re doing. And it was great.

So we took the time to think over and to polish the game design. Back to the roots: procedurality, science-fiction and survival mechanics with a few RPG elements. But it wasn’t all about cutting things. We extended two mechanics for instance. For the moment we’d like to keep it to us - hoping that it’s rather unique. We hope it’s okay if we don’t throw them at you in an unpolished state. Let’s just say, Proven Lands isn’t about axes and crashed spaceships anymore. ;)

We also found time to code a new voxel engine. Somehow. We’ll see how it goes, due to our team size and because Proven Lands isn’t Minecraft nor Blockscape or EverQuest Next, obviously. But it feels kinda special already.

In the end, we are still a tiny team of 3 guys plus a few freelancers, here and there. No extras. But we have a small office, yay. More in our blog and forum soon.

In addition there will be regular video updates from a certain point on with actual in-game stuff because it’s cool. Yep, we will be at a number of conferences next year (hello press!) too. Furthermore we will release in 2015 (TBA). And so on.

Oh, one last thing: If we didn’t answer a question lately, write us again, please. We were just too busy handling so many things at the same time. We’re here.

Check out our

Thank you all, really *HIGH FIVE*

Proven Lands is funded! WE DID IT!

image

Hey guys

We are funded. WE ARE FUNDED! Woot woot!

After months of negotiations and struggle, we finally made it. Looking back to where we started one year ago, it became quite a journey of its own. Thanks to all who have stood by us as we took some wobbly steps. Your support really has helped us reach this point.

We’ve met some publishers and refused bigger and some bloody bold offers along the way. You got to watch out for the creepers out there, that’s for sure. But it wasn’t all bad - we got some surprisingly positive feedback from bigger guys as well and made some friends. So, yeah, we learned one or two things before we finally made it.

Furthermore we started exploring the idea of a 2D sci-fi survival game. 2D was interesting for a moment, but we quickly returned to Proven Lands. After seeing so many survival games released this year (and so many of them failing) there came a point where we started to rethink the stuff we’re doing. And it was great.

So we took the time to think over and to polish the game design. Back to the roots: procedurality, science-fiction and survival mechanics with a few RPG elements. But it wasn’t all about cutting things. We extended two mechanics for instance. For the moment we’d like to keep it to us - hoping that it’s rather unique. We hope it’s okay if we don’t throw them at you in an unpolished state. Let’s just say, Proven Lands isn’t about axes and crashed spaceships anymore. ;)

We also found time to code a new voxel engine. Somehow. We’ll see how it goes, due to our team size and because Proven Lands isn’t Minecraft nor Blockscape or EverQuest Next, obviously. But it feels kinda special already.

In the end, we are still a tiny team of 3 guys plus a few freelancers, here and there. No extras. But we have a small office, yay. More in our blog and forum soon.

In addition there will be regular video updates from a certain point on with actual in-game stuff because it’s cool. Yep, we will be at a number of conferences next year (hello press!) too. Furthermore we will release in 2015 (TBA). And so on.

Oh, one last thing: If we didn’t answer a question lately, write us again, please. We were just too busy handling so many things at the same time. We’re here.

Check out our

Anonymous ASKED:

What the chances proven lands will get brought to consoles as a downloadable game? Will it be available for iPhone?


Hey

A good question. Consoles? Small. Mobile? Small. So far.

I’d like to finish and release the game first before I make further plans.

But in the long term, who knows, right? :) I like consoles a lot, but the port of the new voxel terrain engine to consoles is an own project of itself.

When I started to work on Proven Lands the terrain engine was more simple and smaller, so mobile made sense to me. These days the terrain is quite a thing for a tiny team *cough* because of the tech behind a view distance of 16 km at an altitude of 20 m. It’s not Blockscape nor VoxelFarm/EverQuest Next, obviously, and we’ll see how much we can achieve with one programmer (uh, me) so I’m just honest here. But it doesn’t mean that we wouldn’t go further if Proven Lands becomes sort of a success on Windows *dream dream*.

Btw, did you check Life is Feudal on Steam?