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In Theory… We’re Back! 12 Aug 2013 | 06:19 pm
After taking a break for exactly 100 days we dusted our keyboards and fired up the Theory engines again today. And boy does it feel good! We’re picking up where we left off, crunching the gameplay rev...
In Theory… Greatness delayed 16 Apr 2013 | 03:55 pm
Hello friends. From the deep dungeons of creation we crawl back to the surface only to inform that the gameplay premiere will be delayed some more. We were aiming to release gameplay stuff next week ...
Happy Valentine’s Day 14 Feb 2013 | 10:58 pm
Hey guys, here’s a sneak preview of what’s on the way. Lonely mechs need some love too, ay. Happy Valentine’s Day everybody!
In Theory… VII 16 Jan 2013 | 07:08 pm
Yo yo yo! Ok so we’re about to dive into the last phase of proofing the gameplay and preparing the crowd funding campaign. We will focus on those solely, so the next post we update will be the gamepla...
In Praxis: Atmosphere 19 Dec 2012 | 04:30 am
Ok so, first the bad news. We’re not ready to show game play stuff yet. It’s taking longer than expected and since it’s a key part in the upcoming crowd funding campaign, we’re putting a lot of effort...
In Philosophy… II 30 Nov 2012 | 05:30 pm
Update posts too few and too far apart, brain and and hands jammed in a creation position… and and I’m out of coffee. Oh and it’s finally snowing outside. Definitely calls for a bit of philosophy… a...
In Theory… VI 19 Sep 2012 | 06:02 pm
Hello folks! This week (and a couple of weeks before this) we’ve been mostly eating acorns… I mean constructing the character animation system We are paying the same kind of attention to it as all the...
In Theory… V 29 Aug 2012 | 01:12 pm
Hello everybody! It’s good to be back. Summer vacations and baby deliveries are over, thank goodness. No but seriously, a break away from the norm was extremely good, and now we are psyched and pumped...
In Praxis: Lighting 6 Jul 2012 | 09:38 pm
The previous installment of In Praxis talked about how surfaces react to light. This post gives an overview of where that light comes from. We have a single primary light source: the sun. As is common...
In Praxis: Surface Shading 11 Jun 2012 | 07:07 pm
In this installment of In Praxis I’m going to talk about how we shade opaque surfaces. Beware of extremely technical mumbo-jumbo. Reset has a fully deferred renderer, which means that all information ...