Level Designers Wanted
By Forceflow - 03-27-2008 - [ Comment Here ] - 48 Comments

It's been a bit quiet lately, but once again we're ready to stir it up a notch with new media and a call for development talent!

Media


The middle render is a new structure, the Research Center, modeled and skinned by our ever-talented SquirrelyJones. Yes, those are robot arms.



The Grenade Launcher we revealed in a previous newspost is in-game and working, along with most of the other Nuclear Dawn weaponry.

Recruitment

The Nuclear Dawn team is looking for 1-2 level designers to produce maps for the initial release of the mod.
  • Examples of previous work required
  • Experience with the Source Engine and game modifications is required
  • Expert knowledge of Valve Hammer Editor required
  • Ability to create own textures and props is a plus. We've got quite a library of excellent ND assets to choose from as well.
  • Experience with SVN and TRAC is a plus.
For more information and position applications, see this thread in our Recruitment board.


Merry Christmas and a good 2008 !
By Forceflow - 12-25-2007 - [ Comment Here ] - 56 Comments

We'd like to wish everyone a Merry Christmas and a great 2008, and we'd like to thank our community for the continuous support and confidence. The team is working very hard to make next year a great one for the mod. Don't forget to participate in the ModDB Mod of the Year voting if you haven't done so!


See you all next year !



ModDB Mod of the Year Awards 2007
By Forceflow - 12-09-2007 - [ Comment Here ] - 0 Comments

It's that time of the year again. The people over at ModDB have started the Mod of The Year-awards, so we'd appreciate a vote for Nuclear Dawn! Thanks to all your votes, we made it into Phase 2. This time, the mods get narrowed down to five favorites.

Head over to our ModDB profile to vote us into the final round, where we can compete in the "most promising" category. Registration is not necessary.

It's been a great year for Source modding, so don't forget to cast a vote for your other favorites too!


Sticky Hands
By Forceflow - 11-26-2007 - [ Comment Here ] - 37 Comments

Pretty late for Thanksgiving, yet too early for Christmas. I guess no special occasion is required for a small update on various bits of Nuclear Dawn.

Sticky Grenade

A weapon that hasn't been introduced yet is the Sticky Grenade, a little bugger which serves it's name well. You simply don't want this remote-detonated explosive anywhere near your vital body functions!



It works much in the same way as the Demoman grenades in TF2, although this one is not launched from a weapon. Did we mention that this one sticks to players, too ? Both the detonator and grenade were modelled and skinned by our talented SquirrelyJones.

Stealth hands and knife

While the Empire's Stealth Trooper has a scary built-in blade, the Consortium Stealth Class carries some killer knives. Pitch those two against each other in a dark corridor and the bets are open!



A minor, but interesting, detail is that the watch design you see in the render was designed by our very own community. After a lot of worthy suggestions, Supernaut's design was chosen, since it effectively shows the stealth status and vital info. It's all in the details, and yet again SquirrelyJones nailed them.

Hud Weapon Icons


Work on the in-game hud and menus is coming along nicely. Most weapons (and their ammo) have been iconified for in-game use by Forceflow. Go on, pick your favourite: The slashing Stealth Blade? The Triarius minigun? Or the feared wrench ?



Animators

We've had a fair amount of applications for the animator spots available in the Nuclear Dawn team. We would like to thank everyone who has applied and note that all positions are being evaluated at the moment. The deadline for applications has passed, the people who have applied for a position will hear from us soon.

We're doing our very best to get back to you next time with some in-game Grenade Launcher shots and some HUD work. Stay tuned!


Six-Headed Beast Hungry for Animators
By Crispy - 10-20-2007 - [ Comment Here ] - 33 Comments

News

Spk has recently moved to Digital Illusions CE (a.k.a. DICE - they make Battlefield) and has been busy settling in there and moving to a new country. However, he's had a few weeks to get accustomed to the meatballs and the Swedish ladies, so I'm sure he'll be back to business on ND within no time. Below left is SJ's latest piece, the Hydra grenade launcher; and, right, the Commander-placed turret.


The Hydra is an Exo-only weapon, and fires a short distance with a bouncing timer (similar to the Demoman in Team Fortress 2). The turret has a more original twist. Firstly, although reasonably powerful, each turret can only cover a 120 degree arc in front of itself, which means there is a definite skill to arranging them well. Secondly, the turret will have some emplacement restrictions imposed on it to avoid 'turret spam'. There is a finite number of turrets permitted in the map (currently 8), and what's more a turret cannot be placed within a certain distance of another turret (so they can't 'double up'). These attributes should prevent 'lock downs' of key areas of the map and force teams to constantly vie for control of resources. We're also hoping this design point should help set us apart from other examples of the turret in multiplayer games.


New members

As some might know, our most recent addition to the team, ForceFlow, has started work on the Linux server build for release. This should mean a better quality of servers to play on when ND is finally out. He's also been working on some 'placeholder' HUD weapon icons, but they're looking quite good so we might end up keeping them! We have also had Evolution working on environmental art (i.e. props) for a few months now and he's settling in very well. You can expect to see some examples of Forceflow's icons and Evo's props in a future newspost.


Recruitment

Another new member, our second animator Tjansen, has had less time than anticipated recently due to work demands, so we're looking for a few extra pairs of hands to help out in the animation department.

Please head over to our recruitment forum for all the details.


Playtest Report: 22nd July 2007
By Crispy - 07-23-2007 - [ Comment Here ] - 183 Comments

As dev team activity has hurtled into the 90s for the Summer season the more eagle-eyed of our fans will have noticed a significant increase in gameplay information filtering through to the forums from various members of the team. Still, I thought it was probably time we made a front page announcement to bring the more general public up to speed on the current state of development. I can't promise to do a development update after every playtest, but we'll see what we can do.



Recently our coders, Spk the French and Hopper the Brave, returned to full throttle and have been racing through the remaining code. With the gameplay finally tied down we feel we are ready to begin our main level design phase, but I'll touch more on that later. This playtest proved that the game is now very stable as it seems we got rid of all our show-stopping bugs and crashes. With very little core code to add, we are now entering our final development phase with confidence.

Level Designers
We are hoping to have 2 to 3 additional maps to unleash on the masses upon ND's release, and are therefore seeking level designers (note: not 'mappers') who can plan and think out a level so that it plays well in addition to looking pretty. Successful applicants will be provided with a full briefing document detailing the main gameplay aspects of Nuclear Dawn and the requirements to create an official map. In addition to this they can expect design, art and playtest support.

We are looking for individuals with:
  • an understanding of and appreciation for the visual style of Nuclear Dawn
  • the ability to manage their own map project, from monitoring their own workflow to managing other 3D and 2D artists
  • the ability to create their own models and textures (preferable, not essential)
  • the ability to communicate, understand and be understood in English
  • the ability to produce a fully tested map within a short timeframe (we are not looking for beginner or intermediate mappers)
  • the time, dedication and determination to commit to this goal
If you know someone who possesses these qualities, please have them send an introduction email with links to examples of their completed work and a paragraph for each example on how they went about designing the level to:

crispy<at>nuclear-dawn<dot>net

Note: applications that do not meet these requirements will not receive a reply

Stay tuned for future updates



It was meant to be a surprise...
By Jonathan - 05-22-2007 - [ Comment Here ] - 98 Comments

One of the new philosophies since Nuclear Dawn underwent new management has been to minimise efforts spent on hype and maximise those spent on the mod code, assets and design. Whilst we may have stuck to this approach a bit too stringently in recent months that hasn't stopped Ventral and Sam from putting together a short teaser that should give you brief glimpse of what is to come...




Teaser 1 - Still Beating [Download] [View on YouTube]



Actions Speak Louder Than Words
By Jonathan - 04-04-2007 - [ Comment Here ] - 130 Comments

The fans are the lifeblood of any community and we would like to apologise for not making our progress more transparent. We've been working very hard on Nuclear Dawn and whilst we have to keep most of our work under wraps there is something that we just couldn't wait to show you: The new Stealth model for the People's Empire. Here it is, beautifully rendered for you to put on your desktops.




A New Hope
By Jonathan - 12-31-2006 - [ Comment Here ] - 253 Comments

Quite recently, in an IRC channel far, far away....

Hi folks! It's been a while since the last real update, but the waiting is over!

The past few months have been quite difficult for ND, but we've finally gotten back on our feet. Even though we feel this is already way overdue, we would like to inform everyone on the current state of the project.


The Empire Stealth is just one of the assets with completion just around the corner...

First off, the development team itself has undergone several changes to ensure the survival of Nuclear Dawn. DaveL is no longer in a position to dedicate his full time and attention to the mod and will be stepping down as Project Lead to take up a less-involved position on the Dev team until further notice. In his place, we have transferred his responsibilities to Jonathan, in co-leadership with Spk, who both have been present since day one of this project. We've also removed a number of team members who were hindering development or no longer showed any motivation to work on ND anymore. The result is a smaller, more manageable team of dedicated and motivated members all working hard toward the first release of ND.

Secondly, to get ND back on its feet, we have made several much needed changes to the original game design, giving us a much more structured approach to our development pipeline. The new design simplifies and refocus the development while delivering what we believe will turn out as a much more intense, streamlined and fun gameplay. It's been designed from the ground up to allow us to release a first version of the mod very soon while maintaining a high degree of quality on both the gameplay and graphics.

However, we do not wish to give too much details about it yet, as we believe the feedbacks and suggestions it'd generate would make us more susceptible to the famous feature-creep plague that has killed so many promising projects before. Rest assured that the changes that are being made are for the better of the mod, and we are confident most of you will welcome them.

As a result of the above changes is that we can now give a better estimate as to when you, the public, will get to score your first frag in a ND game! Provided everything goes as planned and meets our quality requirements, we expect to release a closed beta in approximately two months from now, shortly followed by the first public release. This will be a complete product in itself, but we have a lot more additions planned for the
future. From the development team's point of view, this first release represents our first "checkpoint" to our ultimate plans for Nuclear Dawn.

_______________________________________

New blood - With the revamping of the development team, Sam, a very talented sound designer has joined our ranks. Also, we are now actively seeking several new recruits to fill positions left vacant by former team members. We realize that a lot of you have sent your applications to another address already, but we would like you to send all future applications to this address instead: jsmars.nd@gmail.com

Available positions

Animator – We are looking for a highly talented and dedicated animator mainly for first person weapon animations. Character animation experience is also a big plus. Previous experience in working with the source engine highly preferred. Your job will be to finish off any animations needed for the first release of ND in approximately one and a half months time. Please send applications with examples of your previous work to this email address: jsmars.nd@gmail.com

2D/Interface Artist – We are also looking for a highly skilled and dedicated pixel artist to work on the interface graphics and other various 2D art tasks (ie: icons, logos...). Please send applications and examples of your work to this address: jsmars.nd@gmail.com

Last but not least; we thought that it would be a tease to only supply you with information and not with any new media content. Short and sweet, here is the MP500 Raven SMG and some of the grenades that will be featured in ND. Expect more media releases soon!




Ending a Story and Beginning A Competition
By Crispy - 08-01-2006 - [ Comment Here ] - 104 Comments

At some point the constant aural bombardment of weapons fire drains out of earshot and you’re left alone, abandoned, with only your pain to keep you company. In your delirium you try to remember just how you came to be here. You try to recall the fateful events that led up to this terrible, terrible war that sucked the life from your world like flesh from a corpse.
“Third time unlucky!” you guess.

As it all comes flooding back to you you are reminded of the atrocities of man. You attempt to rid these images from your mind, your eyes darting about desperately hoping to catch a glimpse of something, anything that will shake you from these thoughts. But it's useless, the burnt out husk of civilisation that surrounds you only serves as souvenir of mankind's journey into hell. And the memories grip you once again. The escalating crisis in Mexico, the unification of North and South Korea, China moving against Japan, the birth of a new, nanotechnological era... and what may well be the death of humanity's legacy on this Earth.

Exhaling deeply, you contemplate what has become of man and are plunged into a deeper state of wretchedness, managing only a few deplorable words of rhetoric before you close your eyes for the last time on the nuclear dawn:
“We did it. We did it to ourselves.”
_______________________________________

What could provoke an all-out, full-scale nuclear war? Perhaps our writer, Zack "Geist Editor" Parsons, has all the answers, perhaps the second part of his immersive timeline of future events only creates more questions. Read the concluding part of the Nuclear Dawn story to find out.

To celebrate the conclusion of the ND saga and to gear the community up for the approaching start of our closed beta tests, we're going to be running a series of competitions to give away places in the final stage of our beta. Beginning tomorrow and running for the rest of August, the first of these competitions is the Nuclear Dawn Creative Writing Contest. So, whether you're a budding writer or you just know how to tell a good story, this is your chance to be among the first lucky two hundred to play the mod before it is released to the public. What's more, first place will receive a Steam copy of Half-Life 2: Episode 2 in addition to their place on the beta! To find out how to enter, please visit the competition thread on the forums.

And finally, for all of you who find all this story schmaltz just a bit too depressing we have something just a little bit more exciting... screenshots of an empty office and a deserted storage depot. Well, maybe next time, eh? You never know, maybe we'll do an interview or something this August...






A Phongtastic New Focus
By Crispy - 07-24-2006 - [ Comment Here ] - 141 Comments

Things are going well in the Nuclear Dawn camp and we've recently stepped up a gear with internal playtests now to be held twice weekly in preparation for the coming closed beta. If you've read our FAQ, you'll be aware that we're fully prepared to take advantage of the latest technology the Source engine has to offer if it fits our needs, and the recently introduced Phong shader technology introduced with Half-Life 2: Episode 1 is no exception to the rule, as you can see below: (members of our forums can expect a forum-exclusive video showing the Phong effect in all its glory in the near future)


I think I speak for the whole dev team here at Nuclear Dawn when I say there's really no other experience quite like modding. With powerful, free editing tools provided by an increasing number of games companies with their major titles, more than ever modders have the freedom to make almost anything their heart desires. The main stumbling block is the technical know-how required to fully take advantage of this seemingly limitless potential. And it's no secret that really familiarising yourself with the tools of the trade and the game engine you're modding for can take a very long time.

It is in this vein that a lot of people contact us for advice on how to get started with modding for Half-Life 2. Whether you're an absolute beginner to modding or you're simply a newcomer to the Source engine in particular, we always recommend that your first port of call should be the Valve Developer Wiki, which houses an indispensable compendium of knowledge from both Valve and experienced modders in the Half-Life 2 community.

You can never have too much help, though, which is why we have created the new Focus feature for our forum community. As well as giving those interested an insider's sneak peek at the inner workings of a total conversion mod, Focus enables our fans to see just how much work goes into each aspect of the mod we're all waiting to play.

Beginning with the LCM-7 Avenger assault rifle, we will be chronicling a series of assets through their development lifecycles, including weapons, props and map sections. Day by day, step by step, Focus gives you the unique opportunity to follow several of our art assets from their initial conception and design right through to the finalised product. Interested? - well it's your lucky day, the first edition of Focus is already up on our revamped forums! See here for details and be sure to stay tuned for more ND news before the month is out.


Hidden and Dangerous
By DaveL - 07-06-2006 - [ Comment Here ] - 172 Comments

Two fingers, two targets. Ruiz nods in acknowledgement and pats his hip. The squirming nanites shiver in unison and Ruiz melts into the background. He’s your invisible man. You can barely make him out as he brushes past you, down the quiet street. The two Imp sentries don’t see or hear him coming. One instant their breathing is sending clouds of steam into the crisp night air and the next their opened bellies are doing much the same. With a flicker Ruiz appears, hovering over their corpses with a bloody knife like some sort of goddamn avenging angel. He grins at you wickedly.
- Zack "Geist Editor" Parsons


Stealth trooper concept: Lim Ri Kai "Ukitakumuki" and Daniel "Arcipello" Conway
Player model and skin: Michael "Squirrely Jones" Voeller
Weapon concept: Shay "Se7en" Casey
Weapon model and skin: Michael "Squirrely Jones" Voeller

Introducing the Consortium Stealth Trooper. A marvel of modern day technology, the stealth suit uses advanced nanotech and ultra-sophisticated optics to ghost its wearer against his surroundings, the result a shimmering mirage of muted murder hell-bent on gutting a pesky pointman or two. The trade-off is that the suit doesn't offer much protection from even your average weaponry, and so the stealth usually spends his time crawling down corridors riddled with bullet fire and explosions, where one foot out of place will confirm his own swift demise in red scarlet cinematics. This professional is calm and collected, slicing a path through the opposition and venturing deep behind enemy lines to unleash maximum chaos by laying traps at his foe's own front doorstep.


With a low calibre pistol packed in the rare event of a muffled cry for help reaching his next target before his blade does, this deadly assassin usually performs his duties undetected, weilding his high-tensile steel blades with surgical precision. When you cross paths with a stealth trooper you don't dice with death, death quite literally dices with you ...and then some!

_________________________________________________

Oh and finally... what do you get when you leave that crazed Anders "NoBody" Jenbo to his own thing for 5 minutes...


"You know what Borris, I think my headache's gone."



Profiling the Antichrist
By Crispy - 06-24-2006 - [ Comment Here ] - 85 Comments

At the heart of Nuclear Dawn, beneath the flashy magazine interviews and the fancy PR spiel, is a team of talented and dedicated modders who are striving hard to make this mod as fun an experience as possible for its players. A longstanding team member, sa74n is just one of the bright sparks involved in making ND happen. This week we thought we'd give you the opportunity to get to know a bit more about the artist behind nd_japan while releasing some juicy media bits in the process, which also showcase the talents of Jonathan "patriot" Smårs, Andrew "Effekted" Hamilton, Philip "Blaz" Klevestav, Michael "Squirrely Jones" Voeller, Raúl "RCabrales" Cabrales and Anders "NoBody" Jenbo (yeah it's a long list for just one map).



Name: Henning "sa74n" Horstmann

Age: 21
Nationality: German
Position on the ND Team: Level Designer & Environmental Artist

Mapping experience:
I've been using Hammer to map for the HL and HL2 engines for five years now. I did some toying around with the Unreal engine too, but with no released maps for that. I made a custom map for CS 1.6 (see portfolio) and worked on multiple mods. I made four maps for Destiny and I was working on a chapter for Nightwatch (when it was still being made for the HL engine).

Portfolio:
www.sa74n-design.de/portfolio

Current project:
nd_japan for Nuclear Dawn

Time spent working on ND:
18 months



Favourite game:
The Max Payne series

Favourite mod:
Day of Defeat for Half-Life. It's a lot more straightforward than DoD:Source. No details were neccessary like all the props you see in DoD:S maps. DoD:S sure is pretty but the downside is blurry aiming and lag in some places. Also they didn't remake my favorite map, dod_caen, yet.

Favourite class in ND:
I prefer Exos because they just look so evil. The design is terrific!

Favourite weapon in ND:
I often prefer pistols in FPS games, they take more skill to use but are quite efficient when used correctly. I hope our pistol is going to turn out sounding and looking more brutal than your usual CS 1.6 airsoft pistols.


Despite being snapped up by Splash Damage, sa74n has also vowed that he's going to stick with Nuclear Dawn for the time being. For more media goodness and details on sa74n's work for Nuclear Dawn and his previous projects, visit his portfolio.


General Update
By DaveL - 06-09-2006 - [ Comment Here ] - 49 Comments

This June begins with a few (re)additions to the team.

First of all, we welcome Ryan "Hopper" Blace to the development team as our new programmer. A professional software developer by trade, he has actually been working on the project for well over a month now and has already made considerable progress on the FPS side of the game, working into the wee hours of the morning on many an occasion. With our lead programmer William "Spk" Ravaine now working on the project full time for the next 3 months, the first stage of the closed betas is well within reach. We should be seeing this in just over a month's time while we fully expect the final stages of the closed beta to have commenced by the end of the summer.

Best known for his work on the equally stunning Black Mesa modification (also for Source), Spencer "RabidMonkey" Rose is the most recent addition to the mapping team. We have high hopes for his first level, which is already orange-mapped and ready for playtesting.

Finally, I know it will bring a smile to many of your faces to know that Ukitakumuki, the progenitor of the Nuclear Dawn's visual stylings, has taken some time out from his service in the Singapore Armed Forces to work on some final concepts that will replace some of the alpha placeholders we've been using up until now.

We began production on Nuclear Dawn ever since HL2s release. It's been a pretty long journey to get where we are now, and in just over a month some of our community members will be seeing the fruits of our labour. From then on in, we'll be bringing more and more people in to beta test our mod, so if you have doubts about ND pay attention to our forums and the modding grapevine over the summer to have your reservations resolved.


Under the Spotlight
By Crispy - 05-30-2006 - [ Comment Here ] - 50 Comments

The month of media May-hem is officially over, and what a way to finish it. The Nuclear Dawn community is bigger and stronger than ever. Thanks to mentions by PC Zone, Computer Gaming World and Valve Software (to all of whom we extend our gratitude in the customary style of the "double thumbs up" salute), we have increased in number by 35% over the past month. But sheer numbers are meaningless if the community's deader than the Sony E3 Conference's after-show party! That's why Wii're proud to reveal that forum activity has doubled since this time last April.

The Fan Fiction forum is a shining example of community involvement, with almost one new story cropping up every day since it was opened. You'd be surprised at the quality in there, too (I know I was), so to illustrate this point we've chosen to feature Gatecrasher's One Minute To Midnight as an outstanding short story worthy of true recognition. With community projects like the ND Multiplayer Pickup just around the corner, there's never been a better time to join in with the forum fun and frolics.

And if you're wondering what all the fuss is about, our next item will most definitely help you make up your mind. Yes, the wait is finally over! The exclusivity period has terminated and the scans you've been waiting for are here! In our three page spread in Computer Gaming World our project manager Dave waxes lyrical on how the capture points and resource system will work in ND, some of the team's industry professionals explain what motivated them to work on a mod outside of their studio hours, and there are brand new alpha screenshots of the commander's view, some of the RTS structures and a sneak peek at the stealth suit in full effect.


The alpha screenshots in these magazine scans are clear evidence of just how far along Nuclear Dawn is in development. With the beta stages this summer fast approaching, we are looking for a few talented level designers to prepare some new maps for this period that can be playtested right up until public release. If you think you have what it takes, drop us an email with examples of your work to contact@nuclear-dawn.net

So the mayhem's over... or is it? Next month promises to be bursting at the seams with media and game information. We'll be revealing more on the commander and stealth classes, releasing the rest of the story timeline with additional information about the factions, and to top it all off we'll even throw in an interview. Add to that a bunch of community activities for you to get involved in and you've got yourself one jam-packed June to look forward to!


Eye Candy
By Crispy - 05-20-2006 - [ Comment Here ] - 158 Comments

Over the past few days it’s been getting busier and busier in the Nuclear Dawn camp. Just over a week ago we promised you all “a month of media May-hem” and a lot of you have stayed tuned in to see if we'd deliver on that promise. Well, we’re back again with five great shots for your delectation. First up is the Consortium line-up displaying the stealth (bottom left), trooper (left & right sides) and exo (centre) classes.


Next, we take a trip around the world to show you screenshots from nd_japan and nd_russia, created by sa74n and Robert Briscoe respectively. These images reveal new areas of the same maps you will have seen in our screenshots section of the website.



Finally, if you think you’ve got what it takes to be a part of this exciting project, read on. We’re looking for a weapons animator and character animator to join the ND ranks, both with demonstrable experience. On top of that, we’re also in search of a third programmer to complete our coding team in preparation for a solid summer season of work. The ideal candidate is an efficient C++ programmer who is experienced with the HL2 SDK and can provide a CV including example source code and a list of projects they've worked on previously. Please send all applications to: contact@nuclear-dawn.net


Be sure to stay tuned for more media news over the coming weeks, or better still sign up to the Forums today to catch the news as it develops.


In the Zone
By Crispy - 05-17-2006 - [ Comment Here ] - 47 Comments

As anyone who's been checking the forums will know, we made our first foray into magazine print with PC Zone who gave us a brief mention in their May 2006 edition (see below). They had some very positive things to say about the future of Nuclear Dawn which serve as a great encouragement to everyone working on the project. We'd therefore like to take this opportunity to thank them for their kind words – cheers PCZ!


"We've discovered a mod sexier than Charlize Theron wearing dungarees -
Nuclear Dawn, the Half-Life 2 mod of your dreams."


It's always nice when mods get noticed by those in the know, but we wanted our next magazine appearance to be something more revealing. We were desperate to divulge some of the darker secrets we've been keeping to ourselves all this time - so that's exactly what we did! On sale in the US as of yesterday, the latest issue of Computer Gaming World has ND exclusives sprawled across three whole pages, including our first ever released images of the armoury, spawn chamber and power reactor from both the player's and commander's points of view. As if that wasn't enough, Dave spills the beans on the game's resource system and some of the team's more seasoned members chip in about why they chose to work on Nuclear Dawn while holding down a job with the likes of Splash Damage, Bizarre Creations and Pandemic to name a few.


So, if you happen to pass by an American newsagent in the next few weeks, keep a lookout for Computer Gaming World on the shelves. If not, there's no need to panic! You'll not be waiting long for the next update. :o


Flashback
By Crispy - 05-12-2006 - [ Comment Here ] - 48 Comments

You manage to heave yourself up to your feet, but the incredible effort you made to get yourself there only amounts to a fleeting moment of composure as what’s left of them gives way begrudgingly, leaving you resorted to dragging your torso to the moderate asylum provided by a nearby concrete mass of debris. There you wait. Your radio, like your exo-armor and most of what’s inside it has given up on you. At some point the constant aural bombardment of weapons fire drains out of earshot and you’re left alone, abandoned, with only your pain to keep you company. In your delirium you try to remember just how you came to be here. You try to recall the fateful events that led up to this terrible, terrible war that sucked the life from your world like flesh from a corpse.
“Third time unlucky!” you guess.



It’s been a while since our last update and the forums have been experiencing something of a nuclear fallout of their own, or at least a silence symptomatic thereof. The survivors of this are already showing signs of media malnutrition and we have just the answer. Our new public relations manager, Stephen ‘Crispy’ Etheridge, has been cooking up a host of renders, screenshots, interviews and features for you to get your teeth into over the coming months, including a three page spread in a major US games publication –more on that later. But first, feast your eyes upon these screenshots from Robert 'Robert.B' Briscoe's latest mapping endeavours:


In the meantime, our writer, Zack ‘Geist Editor’ Parsons has constructed an intricate timeline chronicling the events that lead up to the post-apocalyptic present, making bold predictions about the future of the world we live in and the decisions of the governments that rule it. To coincide with Geist Editor's prophecies we have also opened the all-new Fan Fiction forum and are inviting other members of the community to share in their visions of the future (we've included some short stories to get you started). Such is the case for Kamjar Fadai, who recently produced this great piece of fan art that really captures the mood. All praise due to him in this thread.



For now, enjoy the story and look forward to this month of media May-hem that’s going to kick-start your fun here with us at Nuclear Dawn!


A step closer to beta
By DaveL - 03-03-2006 - [ Comment Here ] - 92 Comments

The reception of Nuclear Dawn went down extremely well, with 15,000 unique visitors and 500 beta signups in the *first hour* alone. The forum community is alive and kicking with a ton of activity from some pretty crazy people, so make sure you check them out.

This weekend we finished another alpha playtest that we'd had to put off due to the madness brought about by the site launch! During this alpha we had a few industry level designers partake, hopeful in the aim that we'd interest them into building a level within our alpha>beta development process. If any of you are curious on the gameplay factor of Nuclear Dawn, well everyone who took part in the alpha left with a big grin on their face.

I guess we're obligated to provide you all with some screenshots from the session, Well, here are some that I took, or rather the few ones I managed to take while not taking some severe punishment courtesy of the rest of the dev team. I’m beginning to think my fellow team members are holding a grudge against me.


It’s probably worth mentioning that the level seen here is something RobertB threw together in less than a week. Its sole purpose is to test another new map layout for a new game mode we've implemented to test the core features of the FPS gameplay.

We're still looking for an animator and another coder to join the ranks of the team to hasten the arrival of the projects beta stages so if you're interested email contact(at)nuclear-dawn.net.

(p.s. I was meant to post this Thursday, I got caught up assisting in the birth of some lambs... go look at the first comment of this news :o! )


It has begun!
By DaveL - 02-16-2006 - [ Comment Here ] - 199 Comments

It’s been two weeks since word of Nuclear Dawn reached the airwaves of the World Wide Web, and today is the day where we finally make it known just who we are, and what we’re here to do. Nuclear Dawn is a First Person Shooter/Real-Time Strategy hybrid with loads of fast-paced action, a powerful arsenal of weapons at your fingertips, and a tactical commander whom commands each of the players in a way that is in fact useful. Use cunning tactics and stealth, or full out brute force to reach your objective, the possibilities for victory are endless, as they are for defeat.

To celebrate our grand opening to the world, we’re pleased to show you a bit of what you can expect to see in terms of overall quality and the visual aspect of Nuclear Dawn.


Nuclear Dawn is a growing community, and we’re glad to welcome you into it. Please feel free to stop by our Message Boards. If you’re interested in getting to know a little more about this new face in the Half-Life Two scene, be sure to check out our About sections to the left. You can expect to see some exciting events specifically aimed at our community members, so jump on board now and get ready!

We are currently looking for a few new faces to help speed along production. If you’re a handy animator, concept artist with a flare for the environment, or a ingame texture artist, we could use your assistance. Please use the contact page on this website for further details.

Lastly, we'd like to thank Multiplay for the dedicated server and fantastic hosting we have recieved over the past year. If it wasn't for Multiplay, Nuclear Dawn wouldn't have progressed so far in this time. They have provided us with superb reliability, support and are a provider that the team at Nuclear Dawn can truly recommend.

Be sure to keep your eyes glued to the Nuclear Dawn web site for more exciting updates, you won’t be disappointed!



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