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Rise Released and opened up...
Blog

As promised, the current form of Rise is now released.
We have opened up access to some of the assets, the source code and binary release of Rise.
Our forum is also open.
So where can you get it?

Forum access here: http://the-asylum.com/tribalmoddev
You will find *all* our our concept art, access to more assets and generally see how we used this to develop Rise.

Binary, source and assets can be found here:
http://private.wakinghour.org
Please pay particular attention to the readme text file as this contains info on how to install Rise.

Rise Alpha testing footage:

 

 

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Hope you enjoy.


Rise Release: Our design doc open...
Blog

Hi all.
Well no positive news in terms of boosting the existing team to push Rise forwards.
However we will be releasing pretty much everything we've been working on.
This will include opening up our design documentation wiki and forum (in read only capacity).
There will be a few things that won't get released, and we are respecting the requests of individuals within the team whether they would like to release what is essentially work in progress assets (3DS Max and texture files).
However the source code will be released, and some maps.
Rise as it stands is already playable in a rough LT mode (client and server).

So to give you an insight on how we went about planning and trying to run a world wide team, our Wiki is now open for viewing:

http://wakinghour.wikidot.com

We used the Wiki as our design document. It is still not entirely complete and some of the planning stages have been pretty out of date.
Still I hope that if you might be planning to take up Rise and develop it further, this will be useful to you.
Some of the team might be interested in joining you so please let us know if you are starting a project.

Further update at some point next week for the general release.

Cheers.


Status update and team news
Blog

Hi all.
It is with great regret that I no longer find myself with the time required to push Rise forwards to completion.
This leaves us with a few options, Plan A being asking for some more help.:

In order to push Rise to completion the team would need:
A new project manager / lead developer. I cannot stress enough how important this role is. You will really need some real life project management skills and experience in managing multi-disciplined activities. It is not a position to be taken lightly.
A modeller to help with the rigging aspects. This person should be very proficient with the workings of Cryengine 2.
Level desiginer.
Possibly an additional coder/scripter.

Personally I have very strong links to this project, after investing a lot of time (and I mean a lot), effort and finances, so I would like to be involved with the Project Management as a 'consultant' :)

Now if the team cannot get the mommentum, direction and possibly 'staffing' levels required, ala Plan A, within the next few weeks, then we have been talking about just releasing everything we currently have the moment, source code 'n all. More details will be announced on that if we reach that stage.

So if you can seriously help plug the gaps and fulfill roles need for Plan A, then please get in touch and we will discuss further.

Cheers.


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