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Here's the Main Menu! It even has a little animation of some ships flying past!

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There is only one level on here currently, but this is the place where you will be able to play all of the story-driven levels!

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Introducing: Starfighter! An arcade style space shooter.

I started work on this seven days ago and in 4 days I have already done more with this game than I could in 3 months with Nanotech! It is already playable with some super cool mechanics. I want it to be story driven though so I'm still working on that.

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Sigh

This project was waaay too ambitious. So I've decided to cancel it, sorry.

Don't worry though, I have had a new project in the works that is way more down to earth this time.

This is also a reminder that I am an amateur game developer with a lot still to learn, all of these projects have been huge learning opportunities for me, even if I was never able to release them for anyone to actually play. Hopefully this time it will be different. but, even if it's not, I will never give up until I have made a game!

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The other buildings are gone because I compromised the original level by renaming it. It gave me a chance to rebuild the ground and buildings though at they look so much better! Especially with the cubemap (fake) interiors.

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Serious improvement in textures. The lighting is going very well too! At first I wasn't confident that the look would give off the atmosphere that I wanted, but it turned out perfectly!

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Huge progress on building modelling, also made a few more streetside models to decorate the world.
Still trying to figure out what to do with the ground...

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made some concept art for the game. Also I've just been working on the world itself for a bit. More general updates to come but I won't write dev logs as often as I did as I am doing more repetitive tasks to get the game looking good, such as modelling.
Trailers should be out before summer next year, if all goes smoothly!
- TenSee_

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modelling some road decorations to make the streets look a bit better.

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Spent today working out the road markings, the roads I'm making at the moment are small urban roads but road markings will become more prominent as I start working on arterial and express roads in and out of major areas. Here is an example of a motorway exit onto smaller roads. I chose an octagonal design for the road arrows because I think they look more futuristic. Designs are inspired by markings found in the UK and Japan.

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Found a new (and better) method of making splines that includes the landscape tool! This means that I can now make intersections easily and efficiently in UE5. Now I just need to make a few different roads to use.

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I spent the last 4 days figuring out how splines work. On my 3rd attempt I finally did it! It looks a little rough around the edges and it could do with some work but it works!

Don't worry, I will remake the vehicles and get a proper character (with 3rd person outside and 1st or 3rd inside vehicles). Basically all of this is placeholder for now.

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Working out how splines work in UE5 and designing the road network for the first area; Turrum Regis.
I also want to encourage the player to use public transport in the game so I spend a while generating pictures of futuristic trains with AI for inspiration.
I am also questioning the use of Cel shaders in the game, I will probably keep them to add a bit more personality to the game, because they might clash with some of the newer, high-detail models.

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Back from holiday.
Started off by making a new 40ft shipping container model that turned out looking really good!
I also started working out the road network and started learning about how splines work in UE5.
Over the past few months my texturing and modelling skills have improved considerably and I hope to reflect that in the first test build for the game!

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Spent the past few days blocking out the starting area (a micro-district called Turrum Regis) with basic shapes.
Turrum Regis is a small commercial district just south of the Nanotech Institute of Technology, located within Zone 02, with the Meridian Rail Corridor running straight through a station in the centre of the district.

The only textured building is the Turrum Regis Rail Offices connected to the station.

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Spend today making the player be able to get in and out of the vehicles so I don't have to change the game mode whenever I want to test a different vehicle. I also created different colour variants for the hatchback and added a basic day/night cycle for the game world.

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Today I rebuilt the shaders from the ground up, fixing the graphical and lighting glitches in the process. Here is a progress image, the final shaders will be featured in almost all screenshots from now on! :)

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Spend today making the textures for the truck and sorting out the animations for the mesh, which decided to be difficult and caused me to have to redo the vehicle rigging 3 times.
Worked out well in the end :')

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Inspired from Japanese designs from Mitsubishi, Isuzu and Mazda as well as some designs from Indonesia that I found online.

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Been a while, and i've made a TON of progress on the vehicle mechanics! the vehicles now have lighting, indicators, brake lights and a parking brake! Over the past few days I have created the textures for the hatchback and created a 'cel' shader to make the world have a look more resembling my artwork, giving it a clean and polished look.

I also began working on a rigid-body truck, it has a stock frame variant, as well as box truck and flatbed truck variants, it is mostly complete but it needs to be textured and tuned a bit more.

Bye for now!

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Back from a trip for inspiration in London. Arrived home in late afternoon and spent the rest of the day modelling a better car that doesn't tip over. Turned out pretty well. I plan to texture it tomorrow.
I also discovered an interesting camera glitch that makes the camera move at strange angles. The physics also needs fixing for the implementation of crash physics later on...

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Starting with a blank project, I spent the past few weeks brainstorming and assembling the story and gameplay elements for the game. I decided that I wanted to make a small open world game that expands with new missions, quests and side-stories every update. It will have many classic open-world mechanics such as driving, weapons handling and a map with an objectives system, all set on a bustling planet-wide city called Nanotech.

To get back into things I created a few roadside assets such as benches, bins, lamp posts and billboards.
I then created a basic car model and set off making the game's first major mechanic: driving.
It took just over a day but some solid car mechanics have been implemented, with a suspension system, handbrake and basic animations. The only roadblock (haha) now is making the player get in and out of the car (as I am sadly a solo developer, there will be no animations to this.)

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A piece of concept art for the game. (generated by DALL-E)

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The Lylapse will be an open world FPS game where you are an agent for an intelligence organisation called Oversight. As an Agent of oversight you are tasked with blending into city life, performing tasks, accepting local missions and carrying out the tasks given to you by your superiors on one of the most famous ecumenopolises in human history, Nanotech. The game is currently in a VERY early stage of development so there are no development images yet. Updates to come over the next week.

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As a beginner developer, I am constantly learning new strategies to create and optimise games. Twilight allowed me to explore with map optimisation, to the point where I am ready to create my first open-world game. The working title is 'The Lylapse', set in the fictional universe of the same name. As a result, I will be moving from working on Twilight to this new open-world game.
Thanks!
- TenSee_

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The shop exterior is now constructed and work is starting on the interior.

Sadly, I think work on Twilight will have to be extended for at least a few more weeks so that I have time to make sure that the gameplay and story are of a good quality and work hasn't even begun on that yet.
There will still be daily updates to keep you notified though! :)

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The façade for the apartment block has been completed, work has begun on one of the shops and the game restart mechanic has been implemented, ready for the endings to be added.

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Added the highway, more background buildings and the foundations for the shops.

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This is the banner concept for Twilight! Let us know if you think we could add anything to it to make it better.

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Finally started working on the outside area. A little behind schedule but otherwise everything is turning out amazingly as far!

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A cool screenshot of the neighboring apartment block with atmospheric lighting!

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As part of the development of TWILIGHT, I want to start posting more devlog-style news on here.
This is the game map as of current. The apartment section and the car park out the back are almost complete! I also added a neighboring apartment building nearby with flashing aircraft warning lights which I am quite proud of!

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Over the past few weeks we have been talking about moving on from the Backrooms project. We think that it was a way to ambitious target as we are only a small part-time indie developer.
Just to reassure you, we did not make this decision without having a new project in mind, this new project is much smaller, less ambitious and (best of all) ORIGINAL!

We will send more updates over the coming days.

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With one level being a quarter of the way done to being presentable, we would like to announce an open beta coming soon!

Why announce this so soon? I hear you ask. Well, we have no idea! We just... decided to! As well as that we like to grow anticipation! We like to see diehard gamers foaming at the mouth at the opportunity of trying out a new game as soon as they can!

About open beta testing? Ahh yes! We have no official date and can't create one as early in the development process as we are now. All we can say is that as soon as we have 3 levels, it will be launched.

We look forward to seeing the gamers gather and totally obliterate our game with finding bugs!

Thank you and that's all from me!
Wolfsfter1257

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We've updated the players guide. And by update we mean a complete overhaul on the look and content of the sheet.

It's still in the same place and accessible by all ready for the release of our game.

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We now have a new form to report bugs, make suggestions, leave a review or speak to a staff member.

This form is for both staff and public use.

You can use the form multiple times and any severe misuse of the form will result in being Blacklisted from our services.

We have also added the capability to add documents, images or videos for bug reports.

Our bug reports and updates are now displayed on a separate page on our website.

Thank you.
Wolfster1257

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Hello all!

For all of those tagging along with our progress on NS backrooms, we have some important updates to share.

Firstly we want to make you aware of our new development process. We will be making one level at a time. Each level will be sent to testers to test, before returning and creating the next level. This is to improve the quality of our game.

Secondly we wish to implement a new entity. We have created a new wikidot page about this, this is yet to be approved - More info will be sent upon this being accepted.

Finally, we have decided not to pursue an MMORPG approach to the game. It will remain single-player. We may pursue online multiplayer options in the future.

Thank you!
Wolfster1257

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Nova Simulations have officially begun testing their NS backrooms game!

Our testers are working extremely hard to monitor bugs and gameplay.

We continue to work on the game as this testing period continues and look forward to the point where we can begin open beta testing!

If you want to test our game, feel free to apply via our online application centre.

If you are planning to become a regular tester, or just looking for something interesting to do, here is what could be expected of you as a volunteer tester on one of our newest projects:

Finding Bugs:

Such is the nature of a video game tester, your main goal will be to mess around with the game, until something breaks, and then report it in the form we send you upon accepting your application. We suggest that you compile all of your findings into one email to make it easier for us to document your results.

Reviewing The Game:

Part of being a tester is to get a feeling of what the game will be like when it is complete and give feedback on how things are going. This can involve documenting small inconsistencies and inconveniences that make your gaming experience less than enjoyable. Letting us know about these can allow us to drastically improve the 'quality of life' within the game and create an overall better player experience.

Content Suggestions:

Arguably the most important part of being a tester is to put new ideas on the table. This allows us to see the game from a different point of view and to help give players the things that they would want within the game. In terms of our current project: NS Backrooms, suggestions can include items, levels and entities that you think should be added sooner than is scheduled, or isn't on the list at all. This can be really helpful as we do not have the time or the manpower to trawl through the wiki to find the most interesting content on our own and there are some really interesting articles on the Backrooms Wikidot that we would love to include within the game.

Sometimes content suggestions will not always be accepted. This is usually due to us wanting to get an update out on time, we are planning it in an upcoming update, or that we would rather add that as a dedicated update after the game's release.

You can view full progress on found bugs etc. on our Miro board!

That's all from me!
Wolfster1257