I can’t always work on this game full-time, but when I do, I drink espresso.
I’ve been doing a lot of really solid programming the last couple of weeks and it really shows. The project is continuing to come together. With Zach working on the level creation, Bob on storyboarding, and Phillipe working on art, things are looking better than ever at each new interval (God, it’s great to have fellow team-members).
I could get into the technicalities of what I’ve been doing, but I’ll avoid that for the time being. In the last couple of weeks we’ve done some great developing. I’ve added some of the objects for the actual game, really buckled down and cleaned up the level editor (called the World Builder from here-on-in), and added in-game features that give the game a really polished look (e.g. excellent camera motion, parallex scrolling, blurring and other special effects). This game may take another million and two years until it’s release date but when it’s done, it will be done. We won’t be satisfied until Moldering is of commercial quality and hopefully an immersive experience that people simply cannot forget.
Here’s a great quote from Oddball on the TIGSource forum talking about the game Cafe that sums up our development: “progress on hobby projects [ebb] and [flow],” and currently, Moldering is flowing.
We’ll keep you posted when we have some new media to share. Hopefully we can show off some of the new parallexing soon, or maybe a sneak peak at some of the different game modes, or even info about the new “combat” system (and yes, combat is in quotes for a reason :] ).
-James

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