Veni, Vidi, What?
After an intense competition, however not voting in our favour, SGA is finally over and REEP prepares for the long awaited polishing of Snow Hard.
Much has been learned and the experience will be put into good use for future development.
Stay tuned for updates and more projects to come!
Sincerely,
/REEP
Whiskey in the snow...yellow
Here is at long last the wished for update of Snow Hard! Many things have changed since last, all for the better of course. A great prototype has gotten even better.
New and improved things:
- Cutting-edge collision detector which enables you to aim like a god
- Inspiring swinging music by Tobias Wedin which gives you a hint of the over all feeling of the game.
- Adding to this are new dynamic sound-effects.
- New graphic style resembling that of an Urban fairytale, Wallace & Gromit and Junk-Nisse.
- We have just scratched the surface on our new heads-up display.
- Room-time distortion which gives you a visible effect of Einsteins talk about the bending of time and space.
- A network- intelligence for smart decisions among enemies and allies alike.
- Give orders to your friends and use tactics to outwit your opponent
- Two easter eggs, one of which enables you to see the matrix behind the code...more about the other one for the next release.
- Amazing dodge-ability daring the laws of physics.
- Special-attacks now better enabled.
- Seek-ball which lets you hit your enemies with great accuracy and devastation.
- A proximity mine resembling an innocuous snow-lantern.
- Enhanced cluster-ball.
- Snow Cannons potent enough to blow cities to pieces.
- Superlunar-madness-postfilter-effects which takes your screen to another dimension.
- Mystical blizzards ravaging across the country-side.
- Massive explosions from every little thing you do!
Download It Now Or Die!
[Only for Windows yet]
Furthermore the evergrowing REEP-team which now consists of 30 developers. New faces in the crowd we wish to welcome are:
Johan Fredriksson, concept art
Jonas Svensson, particel-, and 3d-artist
Tobias Wedin, soundtrack
David Piuva, optimization-coder
Niklas Ramquist, gameplay-coder
Christian Axelsson, gameplay-coder
Josef Cullhed, physics-coder
Lars Liljenberg, level-coder
Fredrik Falk-Lundgren, gameplay-designer
You really put the R in REEP.

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