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Current development progress and immediate goal...
Blog

Hi all.
Firstly, I do apologise for not posting for a while.

Current progress on Rise:
Well, we were hoping to of brought you a new video by this time. However there are still some outstanding issues that prevent us from actually showing you where we are.
We've had a fully playable version of Rise, in fundamental Light Training (basic gameplay for those non Tribes people) mode for some time now, however it's only recently that issues in the movement mechanics have been ironed out. Movement wise, we're extremely happy with it now and are working hard to release a new video.

Our current immediate goal remains as a full LT gameplay video release. Unfortunately I can't pin down any firm dates, but we are close now :)

Moving into the future:
The Crysis Wars (the multiplayer bundled game with Warhead) SDK is released, so once our video release is complete, we are moving across to Wars. Mostly to take advantage of the new tools and optimised engine this offers.
We still intend on opening up a small closed beta. This of course will now be with Wars.
More news on that aspect nearer the time.
Please note that we are not taking applications at this time.

That's it for now.
Thanks for the support.


Another minor update
Blog

Hi again all.

Just some more current status on where we are with a few things:

Vehicles in Rise:
With regard to incorporating vehicles: this is an area which seems to divide people into loving or hating them.
We are not discounting the idea of vehicles totally at the moment, and have some ideas which could work really rather well, however we don't intend to revisit this aspect, and reach a decision until a much later development stage.

Beta Testing:

Thank you for your e-mails about participating in the Beta.
We aren't currently taking requests for this though, and have no mechanism in place to record the current ones.
Once we announce the Beta, you can re-submit your request and we'll take it from there.


Small Update...
Blog

Hi all.
Well it has been a while since the last update, so apologies for that.
We have changed the format of the site slightly now and changed the news to a blog. This is open to a few key members of Waking Hour to post into so expect to see some of the inner workings being mentioned there.

As an opening to our new blog format I'd like to answer something that has been mentioned in emails you guys have sent us, plus various comments on here, or our moddb page.

Comparison to previous Tribes games:

A lot of members of this team come from various backgrounds, and most are experienced with the Tribes games, so this opened a lot of windows. We sat down and analyzed what was cool about the different Tribes games and what wasn't, what worked and what didn't. Based on that we came up with a game plan for Rise, built all of those features, and right now we're going through a play test - adjust - play test cycle. If something proves to work well we're keeping it, if it doesn't work it goes back in the grinder to see why.

Due to real life, this doesn't always progress as fast as we'd ideally like, but so far its proven invaluable to us. I really enjoy playing Rise right now, and I can't wait until you guys can, too.

Obvious direct comparisons will of course be drawn to Tribes 1, 2, 3, and the perception of Rise will lean more towards one of the Tribes games than another. However this is not the designed intention for Rise. We aim to pay homage to Tribes whilst bringing something fresh to the table, and hope that our efforts will be rewarded by you guys having a lot of fun playing Rise.
We are not remaking any of the Tribes games.


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