Anything in this category will appear on the front page, beneath the carousel.

1610, 2015

The Switch from Unity 3D to Unreal Engine

By |October 16th, 2015|Development, FrontPage, Programmer's Corner|

We made a LOT of progress on prototyping ExtroForge with the Unity engine. Huge swaths of gameplay elements were engineered and integrated. We thrived with the rich variety of Asset Store packages available to us as well as the YEARS of online posts, blogs and tutorials. With at least two 15-year software engineering professionals on the team, we were efficient and proficient under Unity. All that being said, we got to a point where a single aspect of the Unity Engine became a critical blocker - multiplayer networking.

610, 2015

Unreal Build Automation and Deployment at ExtroForge

By |October 6th, 2015|Development, FrontPage, Programmer's Corner|

We decided on a critical montra early on that ALL team members (not just engineers) would have access to the latest build at all times. It is simply critical for the various tasks that they have to perform that they can see and experience (and capture) the latest gameplay elements, visuals and mechanics. As ExtroForge is (above all else) a multi-player experience, we also wanted to ensure that a standalone server with the latest code was always available for testing on.

903, 2015

ExtroForge – Voxel Building and Destruction Part 1

By |March 9th, 2015|Development, Development News, FrontPage, Programmer's Corner|

While ExtroForge is first and foremost, a beautifully rendered game using traditional 3D mesh models to represent the terrain, players, creatures and buildings- we wanted player constructions to be unbounded by what elements we could pre-create for the game.

Early prototypes used mesh blocks that the player could create and connect to build all sorts of […]

2102, 2015

ExtroForge Terrain Generation – Part 1

By |February 21st, 2015|Development, FrontPage|

Each game, round, or match in ExtroForge takes place on a 16 sq km island. 4km from East to West, and 4 km from North to South. When it came to creating the terrain we went through several iterations. We will be presenting a series of articles on the ExtroForge terrain generation over the next little while.

312, 2014

Auto Turrets – Leading your Target

By |December 3rd, 2014|Development, Development News, FrontPage, Programmer's Corner|

Hello, it’s Jonathan, Lead Writer for ExtroForge, here to bring you a short technical article from the mind of our Lead Developer Jeff, on Auto Turrets and how our turrets will lead their targets.

“Hitting a moving target with a high-velocity, non-accelerating projectile is fairly trivial. Aim at where it is now – and the speed […]