Incandescent Imaging

Caffeine Development Update – 26 August 2014

Aug
26

Well it certainly has been a little while since the last update!

I have been hard at work on getting the Caffeine 1.0 pre-release demo ready for mass consumption along with a few other exciting things over the past two weeks.

Steam Greenlight Update

Caffeine’s Greenlight campaign has gotten off to an absolutely fantastic start and as of this moment we are sitting at number 48(wow!) which hopefully means sometime soon Caffeine may be Greenlit for Steam.

Caffeine IndieGoGo Update

With only 5 days left to contribute to Caffeine’s second round of funding, we are sitting at around $1300 out of the goal of $5000, thank you all so much for sharing it around and contributing because every little bit helps and some of the generous funds have already gone towards renewing software licences and have really helped out a lot!

As most of you all know by now I will be continuing to work on the game no matter what amount of funding I get, so rest assured that it is all going toward making the development easier and more efficient!

If you haven’t checked that out yet, please take a look here: https://www.indiegogo.com/projects/caffeine-a-sci-fi-horror-adventure/x/6491162

New Caffeine Screenshots

I wanted to share around some brand new screenshots taken from the current build showcasing some of the lighting improvements I have been working on.

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Caffeine Pre-Release Demo 1.0

The Caffeine Pre-Release Demo 1.0 will be released to the public within the next few weeks and includes the following improvements.

  • Substantial performance increase from implementing level streaming.
  • Various improvements to the physics based object interaction system.
  • Based on Unreal Engine 4.4.1 (Full Oculus DK2 Support!).
  • In-Game graphical settings.
  • Crouching is now fixed.
  • A large amount of new background lore to find!
  • A few other surprises.

Be sure to be on the look out for a new development log video going up sometime tomorrow and to share around the Greenlight and IndieGoGo links!

Again, thank you all so much for all of the great support and comments!

As a little addition be sure to check out this cool little play-through of the 0.9.2 demo.

Caffeine Linux Demo Release

Aug
11

Today a Linux build of the Caffeine 0.9.2 demo has been released!

This is the first working build of Caffeine running on Linux, as such it is an experimental build and it is possible that it may not run on certain configurations of Linux.

BANNERDOWNLOAD

LINUX

WIN64

In addition a 32-bit version of the Windows demo will be released in the next 24 hours or so.

Caffeine Development Log #2

Aug
11

Caffeine Demo 0.9.2 Release

Aug
06

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Version 0.9.2 of the Caffeine Demo has been released today, mainly fixing a number of bugs and implementing fixes for Oculus Rift.

0.9.2 Release Notes:

  • Distance Culling (slight performance increase).
  • Unreal Engine 4.4 Base.
  • Controller mappings (hold right bumper to pick-up).
  • Head Bob auto disables when using Oculus (Untested).
  • AA switches to non-temporal and motion blur turns off when using Oculus (Untested).
  • Jumping into the coffee in storage results in level reset until swimming is implemented.
  • Very early menu system implemented.

Please Note, the demo is 64-bit only.

Don’t forget to go check out Caffeine’s IndieGoGo!: https://www.indiegogo.com/projects/caffeine-a-sci-fi-horror-adventure/x/6491162

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Caffeine Demo v0.9.1 Release

Aug
04

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Caffeine demo v0.9.1 has been released today showcasing a great many improvements, bug fixes and features.

This build is based upon the short demo that was shown at AVCon 2014 in Adelaide, Australia.

As with the previous demo, it mainly serves as both a visual showcase and an example of what to expect in terms of atmosphere, music and setting.

Change Log:

  • Based on the demo shown at AVCon 2014. (Unreal Engine 4.3 Base)
  • The demo level is now non-linear (explore how ever you wish!)(There is no end to the demo, as it is meant for demonstration)
  • Physics based interaction (Hold right-click on a coffee cup and various other objects such as mobile lights.)
  • Implemented head bobbing and crouching (This is an early implementation, don’t be surprised if there are a few bugs.)
  • Level has been heavily rebuilt with new assets(No longer old UE3 assets.)
  • Materials have been heavily tweaked. (Most textures are now at 4K and 8K resolution.)
  • Oculus DK2 head tracking **should** work (With the 3.2 camera drivers from Oculus SDK website, won’t need these for next release.)

Still To Implement:

  • You can not yet swim! Deep water results in a level reset for now.
  • Inventory system.
  • More puzzles.

*Demo is 64-Bit only
NEW DEMO AVAILABLE HERE

BANNERDOWNLAOD

Don’t forget to check out Caffeine’s IndieGoGo campaign here: https://www.indiegogo.com/projects/caffeine-a-sci-fi-horror-adventure/x/6491162

Caffeine Development Log #1

Aug
04

Caffeine Launches IndieGoGo Campaign!

Jul
27

After a great successful time at AVCon 2014, I have launched a new IndieGoGo campaign to help fund the games development and let me focus most of my efforts into making the game as good as it can be!

Check out the campaign here: http://igg.me/at/CaffeineGame/x/6491162

 

“Most Effective Unreal Engine 4 Assisted Jump Scares: Caffeine”

Jul
23

Looks like a few people certainly enjoyed the Caffeine demo at AVCon over the weekend, as games.on.net have piced the five best games of AVCon 2014, with Caffeine being “Most Effective Unreal Engine 4 Assisted Jump Scares: Caffeine”.

Check out the full article here: http://games.on.net/2014/07/five-australian-indie-games-wed-hand-arbitrary-awards-to-avcon-2014/

Caffeine at AVCon 2014

Jul
21

AVCon 2014 went off without a hitch this year, with Caffeine getting the chance to be a part of the annual Indie Games Room which shows off games in development stages.

I would like to thank everyone that took the time to come down and check out Caffeine and made my booth full almost the entire weekend! you guys are the best!

During the weekend I received a load of great feedback and suggestions, in addition Caffeine managed to scare the hell out of quite a few attendees which is always fun!

The demo shown over the weekend will be made available in a more polished state within the next 2-3 weeks for those that couldn’t make it.

Games That Have Been Forgotten

Jun
12

Hello all!

It has recently come to my attention that I own a lot of games.. but I don’t often complete them.

So as an incentive I am posting this here for everyone to see and I will hopefully be able to play through them all before the end of 2014!

Non-Completed Single-Player Games That I Own:

  • Far Cry 3
  • Far Cry 3: Blood Dragon
  • Anno 2070
  • Dead Space
  • Battlefield 3
  • Battlefield 4
  • Alan Wake
  • Alan Wake’s American Nightmare
  • Aquaria
  • Arma 2
  • Batman Arkham Asylum GOTY
  • Braid
  • Crysis 2
  • Duke Nukem Forever
  • Dungeons Of Dredmor
  • Electronic Super Joy
  • From Dust
  • Gish
  • Hitman: Blood money
  • Just Cause 2
  • Lugaru HD
  • Nexus: The Jupiter Incident
  • Penumbra: Oveture
  • Red Faction: Armageddon
  • Saints Row: The Third
  • X-Tension
  • X2: The Threat
  • X3: Albion Prelude
  • X3: Reunion
  • X3: Terran Conflict
  • X: Beyond The Frontier
  • Dead Island
  • Super Meat Boy
  • World In Conflict