BLUE HOUR: SACRAMENTO — FIRST LIGHT UPDATE
Just wanted to give everyone an actual update on where the demo is at.
I'd say FIRST LIGHT is around 75–80% finished overall. The actual gameplay side is much further along than that. Most of the mission is built and working from beginning to end.
Right now we have:
The full FIRST LIGHT mission flow working
Squad commands working
Medical system working
Suspect/civilian interactions working
Search and objective systems working
Checkpoints and recovery working
Squad movement and locomotion working
Ray is deployed with the team
Carter House has been furnished and polished
The neighborhood around the house has been rebuilt and dressed up
Metro's staging and SWAT presentation have been improved
The current regression tests are passing
So at this point I'm not trying to figure out how to make FIRST LIGHT work. It works.
The biggest things left are the things everyone is actually going to SEE and HEAR.
CHARACTERS
This is probably my biggest focus right now.
The characters are functional, but they're nowhere near the final quality I want for BLUE HOUR. I'm looking for a 3D character artist who can help get the main cast looking like the actual people I've designed instead of placeholders.
I want these characters to be one of the things people remember about this game.
VOICE ACTING
This part basically has to be rebuilt.
Jack Mercer is still cast.
Most of the other roles are being reopened/recast, so I'm currently looking for the right voices for Tennant, Priya, Koval, Ray, Halverson, Moss and the other characters needed for the demo.
I'm not going to rush casting just to say every role is filled. I'd rather find people who actually sound right for these characters.
WHAT HAPPENS NEXT
While casting is happening I'm continuing development.
Characters are getting worked on, animations and gear still need polish, audio needs its final pass, and once the real voice recordings are ready they'll be put directly into the mission.
After that comes the part I've been waiting for:
Package the actual demo and beat the hell out of it.
Full playthroughs. Bugs. Performance. Audio. Checkpoints. Mission flow. Everything.
I'm not putting FIRST LIGHT out just because it technically runs.
I want the first public version of BLUE HOUR to actually feel like a game I'm proud to put my name on.
We're getting there.
— John
BLUE HOUR: Sacramento