Full notes
Full Gate Zero update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
Summer is slowly making its exit, and while things usually slow down during this time, the important work on our game has not stopped, with a good part of our team working hard through the warm months. Here is a look at our progress in the last bit!
Art
In the past months, we have expanded and strengthened our art team and made significant progress on this front. We have also established collaboration with a team of professionals who have worked on several Assassin’s Creed games, which we hope will take the quality and consistency of our art to the next level.
Capernaum Concept Art
With the exterior concept art done, we have now moved on to designing the interiors.
Concept Art: Rich Building Interior Living Room
Concept Art: Rich Building Interior Living Room
Concept Art: Residential District Kitchen
Capernaum Residential Modular Set
As we work on building out Capernaum, we have also developed a modular system to improve efficiency and ensure optimized performance.
Capernaum Residential Modular Set
Materials & Textures
Our artists have also been hard at work with the details, creating materials and textures of building façades like roofs and walls, props such as carpets and pottery, and clothing textiles and fabrics. A lot goes into creating high-quality, realistic graphics which are at the same time optimized for an open world game.
Texture on a building façade
Carpet samples
Textiles
Game Mechanics
Recently, we’ve made major improvements to the stealth elements of Gate Zero, with the goal of making it fun by incorporating lighthearted, humorous moments. You may just find Max with lots of new tricks up his sleeve as you find creative ways to evade enemies and danger!
We have also been seriously prototyping some action elements for the game, working hard on making them balanced, responsive and fun. The goal is that these new elements will be easy to learn and rewarding to master. We’ve spent a good amount of time getting this right, and we can’t wait to show you more when we’re ready! Stay tuned!
Level Design
Level design is also an important part of game development, and one aspect of it is defining heights and spaces between buildings and other environment assets.
Rules for horizontal and vertical traversal ie. jumping and climbing distances defined for the environment art and level design will ensure a unified, clear and positive player experience.
Vertical Traversal Rules
Horizontal Traversal Rules
Story
Our scriptwriters have been doing extensive research into the gospel stories that will be featured in Release 1, determining the context and main messages we aim to bring out through the stories in each mission.
They have also been working on character development of the various people that Max (the player character) will be meeting in the game. It’s shaping up to be incredibly interesting!
Overview of the gospel stories we plan to feature in Release 1
Fundraising
In case you missed our last blog post or email messages, we are still actively fundraising for Gate Zero.
Our goal as one of the world’s first Bible video games is to create a product of excellence. The more resources added to the project, the greater impact we can make on millions worldwide with the life-changing message of the gospel.
Creating a video game of this scale and quality with care, respect and attention to the source material takes a considerable amount of resources, and we are grateful for any support you can provide!
If you would like to give to our mission, please visit our donation page here
Events
Forward Conference in Georgia
At the end of June, we attended a large youth conference in Georgia where 13,000 young people were gathered. Our Gate Zero booth was a hit with the crowd, and it was so fun to see these young Gen Zers' interest in our game!
Gate Zero booth at Forward Conference 2024
Gate Zero booth at Forward Conference 2024
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Source
Changelog.gg summarizes and formats this update. How we read updates.
