From each face you can then do many things, be it grab one of the sides and start a new face from it, add vertices to distort the shape of the surface, extrude a series of faces outwards or inwards from it, etc. You control the size and shape of every individual face, or if you prefer, surface. This face-based technique is almost somewhere in the middle. People who have mapped for a few other games may have had ‘sector based / grid based’ mapping tools (akin to how you map for Doom or Wolfenstein), and others may think of ‘brush based ‘ mapping which is what many 3D game engines use, where you make the map out of a series of cuboids. Let me tell you, this editor is nice! The editor we are using will be the same one distributed within the game itself, so when you get your hands on a copy of the game, you too can have some fun making maps for the game! This is a question I’ve been asked a few times since the news has spread that I’m on the Prodeus development team. “So Dragonfly, What Is The Level Editor Like?” Needless to say, I quickly fell in love with it! The game has a very good ‘feeling’ to it, providing the same kind of action I enjoy most in first person shooters, but with it’s own unique identity and style.Īfter the testing session, I accepted the opportunity, but with the caveat that I will not start until I was done with the development of Eviternity, slated for release on December 10th. Jason pinged me a private test build of Prodeus, which featured one level to play – We called each other and I shared my screen and narrated my experience of playing it, almost as if it was a 1 to 1 twitch stream.
I was already aware of Prodeus, having been following it’s development on Twitter, so having them reach out to me directly was a huge confidence boost! At the time I was fully committed to finishing Eviternity, so I responded warmly saying I’d love to do so, as long as I can finish up my project first. Roast us on Twitter for any and all malcontent with the work we are doing.In the later months of 2018, Jason Mojica reached out to me after having seen some of my Twitch streams and the maps I’d made, asking if I would consider mapping for a commercial project called Prodeus. We always welcome community feedback, our discord server is the place to be for updates and discussion which you can join at discord.gg/Prodeus. How are you planning on involving the Community in your development process? The price will most likely increase when we leave early access. Will the game be priced differently during and after Early Access? Updates and improvements will be added as we make progress. The current version has a 3-5 hour single player campaign, a large variety of weapons and monsters to blow up, a full-featured level editor, and an integrated community workshop to share and play user created maps and campaigns for nearly limitless content.
What is the current state of the Early Access version? We’re still finalizing our roadmap but we are already planning more campaign content, monsters, weapons, editor tools, achievements as well as a larger emphasis on multiplayer support.
How is the full version planned to differ from the Early Access version? When it’s ready™ but we are aiming around 8-12 months.
This is as much your game as it is ours.Īpproximately how long will this game be in Early Access? We want people to play it, break it, build within it and give us their thoughts and recommendations before we’re ready to call it complete. Game development is hard and Prodeus is a very community focused game.