My, my. It has been a long time since we updated our site. I promise, we’ve been incredibly busy, and that’s always a good sign! In fact, we have some new developments that we have had since the last post.
First of all, hope everyone had a fantastic New Year! We certainly did, and there’s been some huge changes. What didn’t change is the amount of work we have piled up! Naturally, we jumped right in.
Recently, we had the opportunity to work with TeePee Studios, a local VFX studio that we’re good friends with, to help us with a brand new promotional video for the team. We did the first part of the shot on Friday at Australia’s very first Cat Cafe, which just so happens to be here in Melbourne! We won’t show everything off, but here’s some sneaky shots.
Aside from that, we’ve been tidying up on Skedaddle some more over the past two months. Aside from the usual bug fixes, we’ve had some major breakthroughs from both our teams:
- The carriage “shells” (walls, floor, ceiling and doors) for area 1 have finally been completed, and they’re looking sweet
- Several new shaders have been implemented
- We now have parallaxing backgrounds (you can see trees whizzing by for all of eternity!)
- Players can now have Skedaddle in “high contrast” modes, perfect for players with low vision
- Skedaddle officially supports eye tracking — Huzzah!
We’re so pleased that we got Tobii EyeX working for Skedaddle, it has been one of our major focused features with developing Skedaddle for quite a while now. The fact that we have it running has definitely lifted our spirits, and we’re so excited to see what other new treats we can get working for the final product.
The Early Worm gets the bird.