And So Work Goes On…

Hey, everyone!

Apologies for the brief silence, we’ve been a little overwhelmed trying to sort out everything post-Kickstater, and Jim has had to move house, which has been rather chaotic. Poor old man.

Anyway, we’ve been doing a load of things this last fortnight, including commissioning things to hunt – a hare and a pheasant – and things to be hunted by.

Tom has also been working hard on world-based stuff, such as island-to-island transitions and the saving and loading of everything in the world.

He’s also created a proper day/night cycle, which you can see below.

We’ll probably be a bit quiet over the holidays, but expect another update next week, and then regular progress updates in the new year.

Oh and we’ve set up a twitter! @bigrobotltd – Follow us!

Sir, You Are Being Funded: Kickstarter Complete!

Thankyou, Everyone!

The Kickstarter is complete. We’re funded, and we’ve been able to unlock a whole bunch of brilliant stretch goals. It’s been an amazing experience.

We’re leaving the Paypal page up for a while longer, in case any late-comers still wish to pledge. We’ve raised an additional £1100 via Paypal so far.



Customisation?

Sadly, we didn’t make it to the £100,000 target we’d set for character creation and customisation, but since we’re a good way there, we’ll still endeavour to get some aspects of it into the game. Not hitting £100k means it might not be as developed as we’d hoped, but it’ll still add something to the overall experience of both the single and multi-player games.

Multiplayer Matters

This will come some time after release of the single-player game, and will be free to everyone who owns the game. A brilliant single-player game remains our priority and we’re working on it every day. (This week alone we’ve added inter-island transitions and some new animations!)

Release Dates

With plans to add a lot more content via stretch goals, it’s sensible for us to say that the current July 2013 release goal might be subject to some slippage. We’re still aiming for that date, of course, and we’ll keep you guys aprised of any changes. That early-access test date will come as early as we can possibly manage.

Physical Rewards?

These will be produced and sent out as soon as possible. We’ll let you know the exact schedule for this, but it won’t be before the holidays.

Steam?

Naturally we are hoping to get on to Steam. All Kickstarter backers will get a Steam key when that happens. Stay tuned for news on that in the next few months.

Let’s Keep This Conversation Going!

We’re going to be updating regularly to let you know about what we’re up to, and we’ll be looking for your thoughts and feedback via the forums. The Kickstarter is really just the beginning for a project like this.

Again, thankyou so much for getting involved. It feels miraculous that we’re able to do this.

Here’s to being hunted.

A Big Post About Sir, You Are Being Hunted: Who We Are, Where The Project Is Right Now, And How Pleased We Are With Our Foliage-Based Stealth System


A hunter hunts his kin. (Click for big)

The past couple of weeks have seen us enter a new phase with the game. We’re following the sort-of-standard development cycle in that for us “alpha” means “playable, but not yet feature complete”, and that’s where we are now. That’s not to say that the game is entirely fleshed out, because it lacks a tonne of art assets to fill out multiple islands, and it needs lashings more work on fine tuning our combat and stealth systems.

However, we are now able to jump in and play, and that’s an enormously pleasing place to be. In the rest of this post I want to give you an overview of the project, and to talk to you a bit about our plans.
Continue reading

I Can Almost Hear The (News)hounds: Sir News!


Two updates for you: One is this interview with Jim on Gaming Nexus, the other is this profile of Sir on the main Unity site, with quotes from Tom and Jim. Go take a look!

Meanwhile, Tom is back from his time in the wilderness of a house move, and now we’re motoring again. That means fixing the last of the major issues with terrain generation, putting the UI in, and pouring more time into the hunters themselves.

We’ve primarily been working towards the next video, and taking some screenshots as we go. We should have that for you soon. While Sir is not really a game about battle-action and explosions, we did rather like this one…


Click to embiggen.

That shot shows the player unloading both barrels into a gentleman patrol as they engage a rival hunt (visible in the distance).

Sir, You Are Being Hunted: And Answering A Few Questions Raised By Our First Trailer


We’ve had some fantastic coverage for our trailer, which was viewed over one hundred and a ten thousand times last week. Everyone on the Big Robot core team – Dan, Tom, James, and myself – are thrilled with the response, and I am sure our contributing artist Christophe Canon is pleased to have his work gain so much attention. (He’s sunning himself on the beach right now, so I can’t ask him!)

However, the trailer raised lots of questions, and we decided to answer them here.
Continue reading