SLaVE

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Re: SLaVE

Post#171 » Mon Jan 23, 2017 12:38 pm

Of course, that indy development takes time no pb with that. But one doesn't promise when one doesn't know because confidence is lost quickly ... and the future projects suffer the consequences...
(I'm also an indy dev.)
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mazonemayu
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Re: SLaVE

Post#172 » Mon Jan 23, 2017 4:04 pm

personally I do not care when new games come along, I support what I want to support (which is almost anything :lol: ), and when it finally comes out, it comes out...it's not like I do not have enough shit to play in the meanwhile :lol:

I'd rather wait 2 extra years for a good game than get something half assed within the promised time limit...but then again that's prolly just me ;)
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ConnorORT
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Re: SLaVE

Post#173 » Sun Jan 29, 2017 7:38 pm

Coraline from Isotope has posted some new information regarding SLaVE for those interested:
http://tdgmods.blogspot.ca/2017/01/what-really-happened-with-slave-on-sega.html

It was not so much the game, that part was finished. What mostly killed our ambitions of a quick port was KallistiOS and KallistiGL completely changing (as it happens with software evolution, nowhere near their fault), and our own engine changing over the past few years.


If you remember, Chui and myself, many years ago, got EDGE running on the Dreamcast with no issues. SLaVE was developed with a newer version of my engine, but it wasn’t so new that we didn’t expect the time to take to port would be so long.Rather, it has evolved into us submitting patches to KOS, and several work-arounds to get the hardware and toolchain “talking” to an extent. There were many things that we had to reduce and completely refactor (it was not as easy as we had initially hoped) and, finally, we are on the last leg — flushing out Video RAM; which also changed with KOS 2.0.

Combine that with an army of programmers, myself included, getting the thing to run without overflowing became a nightmare. We are finally at the point where we just need to handle VRAM auto-flushing, and the game will be ready.It was either that, or ship it in a very unreliable state. We are sorry to have stayed silent for so long, but with many of us encountering life-changing situations the last two years, it seemed we could only work on it here-and-there while real life took utmost priority. Luckily, things have became a bit more sane, and now we are hoping to get it done with the level of quality you would expect for a commercial release.

We could have done this much sooner, sure, but we wanted to do what we could to prevent random (sometimes, it wouldn’t even happen) video RAM overflows and other potential issues our customers could have faced.So please, be patient — we are gearing up to get it done, and once it does our engine will surely become a viable platform for other DC developers, and SLaVE itself will be more than worth the wait.



So, we hope that clears up the confusion about SLaVE's prolonged porting time. It has indeed taken much longer than anticipated. I will be more forthcoming to issues that plague us in the future.

The "army of programmers" I speak of was the regular 3DGE team (which permanently and prominently features Chilly Willy), but Josh "PH3NOM" Pearson, who was also part of the crew tasked to port it, before he left and started his great-looking project "In the Line of Fire". So, with people coming and going, especially since we relied so heavily on PH3NOM to help fix-up our KGL issues, things just naturally took much longer. But he's still our buddy, and I hope he brings that project to my team after SLaVE is finished and gone Gold so we can help him finish it up, without the hassles of a Kickstarter! ;)

For now, check out our Facebook here really soon for a collection of new Hypertension development shots, as well as an eventual video of SLaVE running on real hardware, on a VHS TV combo. I lost my AV cables and can't find my VGA one either (my daughter probably ran off with it), so just stay tuned!

We also have an interview coming soon that is more of a "Tell-All" -- you won't want to miss it, and we'll post it here first when it comes up! xD

Take care, love you all!
Connor O.R.T. Linning - Game Developer & Soundtrack Composer
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Re: SLaVE

Post#174 » Mon Jan 30, 2017 6:26 pm

Thanks for posting the update.

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Re: SLaVE

Post#175 » Tue Jan 31, 2017 6:37 pm

Yes thanks.
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Nico0020
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Re: SLaVE

Post#176 » Wed Feb 01, 2017 10:04 pm

THIS was the kind of update we have needed.

If you're in here Coraline, Thank you for the update, I really mean that.

Glad to see Facebook showing off more of Hypertension. I'm dieing for more videos of Hypertension, as I am so impressed with how that game has evolved. It's my most anticipated game for DC. Keep up the good work.

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FlorreW
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Re: SLaVE

Post#177 » Thu Feb 02, 2017 6:34 am

Thank you alot for this much needed update ! At least i am one of thoose that dont care if it takes a "little" longer then expected to release the game , as long as we got updates that confirms that you are actually working on it ! Looking forward to play SLAVE on the Dreamcast <3

ConnorORT wrote:Coraline from Isotope has posted some new information regarding SLaVE for those interested:
http://tdgmods.blogspot.ca/2017/01/what-really-happened-with-slave-on-sega.html

The "army of programmers" I speak of was the regular 3DGE team (which permanently and prominently features Chilly Willy), but Josh "PH3NOM" Pearson, who was also part of the crew tasked to port it, before he left and started his great-looking project "In the Line of Fire". So, with people coming and going, especially since we relied so heavily on PH3NOM to help fix-up our KGL issues, things just naturally took much longer. But he's still our buddy, and I hope he brings that project to my team after SLaVE is finished and gone Gold so we can help him finish it up, without the hassles of a Kickstarter! ;)


Amen to that , i posted a couple of post before on kickstarter page and on dreamcast junkyard where i thought it would be a good idea to just get together with some other developers and get it done (without any pressure on when its supposed to be done) quote from meself:


1. Get the group together again (If not possible , maybe you can join other developers such as Retro Sumus and complete it together)
2. Start Preordering instead this will allow people to order the game for a longer time
3 Start a simple blog where you post the progress , this will make more people intrested in the game the more progress you do (equals more preorders)
4 Work on your freetime , no need to work 8 hour days right ? and set the release date like 2-2,5 years from now. Im pretty sure this wont matter as long as you keep posting your progress at least once a month (and no it does not have to be major updates each time, just so we see that progress has not halted)
After all , you guys probably like us all here love the Dreamcast so..... what are you waiting for ? Grab a beer and start get back to work asap :D Btw tell me where to make the preorder when they are available mmkay ! best regards Florian ----Wall of text ends here----


Nico0020 wrote:Glad to see Facebook showing off more of Hypertension. I'm dieing for more videos of Hypertension, as I am so impressed with how that game has evolved. It's my most anticipated game for DC. Keep up the good work.


This is also one of the games i have been looking forward to alot to play on my dreamcast, please consider to finish this game as well after SLAVE , and ofc to the Dreamcast <3

Thanks alot again //

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Re: SLaVE

Post#178 » Sat Feb 04, 2017 4:52 am

I'm sorry everyone!!!

Shit just got crazy -- Ph3NOM left to start his project, which left me and Chilly doing the brunt of the work. But trust me -- having rumble support + force feedback, VMU stuff, smooth rendering -- everything is finished, we just need to get the VRAM stuff figured out.

We have been working nonstop on the parent engine for quite some time, and most of the fixes came from the DC port of 3DGE. But it's happening, believe me. My next day off I plan on recording footage from the game, I finally found my VGA adapter.

It's just been tough. Gone through a separation last year (after 8 years and a kid...it is tough as hell, but much better after the fact, which took awhile), several levels of extreme job stress, vehicle problems, you name it. What could have happened -- did happen! lol

But it's still coming, trust me!

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Re: SLaVE

Post#179 » Sat Feb 04, 2017 9:54 am

Life can be hard on us sometimes, but hold on and keep strong, you only hit the ground to get back up again!

Thanks for keeping interest on the project, I'm sure everyone appreciates it!

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Re: SLaVE

Post#180 » Sun Feb 05, 2017 4:32 am

Just inspired me to pre-order. Thanks for update.
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