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We aren't dead, honest...
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Just to let you know that we aren't dead, just moving incredibly slowly.
One of the main reasons has become my own personal life. A lot has changed for me over the last year which has unfortunately made very little time to sit on top of general management of Rise. I really need to win the lottery or something so I can pack up my real job and dedicate time to this.
I think most people severly underestimate the sheer amount of time and effort it takes to create something like this. Especially considering the amount of actual modding we have had to undertake to the Crysis engine to achieve what we need to.

However that all said, it is still my full intention to get Rise out there and plan to work on internal team aspects with fellow members to get the momentum going again.

Like I've mentioned in previous posts, for LT mode, coding wise we are pretty much release ready. A lot of complications with custom character modelling and general tarting up still remains outstanding which is preventing us from releasing anything new.

So yeah, apologies it has been some time, and my posts may of been pretty vague. As you may appreicate some aspects have been very hard to quantify, certainly in terms of the length of time some tasks can take. Hopefully I can give you something more promising in the very near future.


Happy 2010 everyone...
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Happy New Year from the Waking Hour team.
We hope 2010 is a brilliant year for you.

Update on Rise coming soon. Stay tuned :)


Plodding Along...
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Indeed we are. Plodding along that is.
We've been working on fixing some bugs with the CTF gameplay which ended up being a complete rewrite :)
Still behind with some modeling aspects, especially custom characters, but there is light at the end of the tunnel.
As soon as we have the light armours in, with first person weapon(s) (at least the disclauncher), plus some building polishing up, we shall commence on a new video to show the current gameplay and first Light Training build.


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