The lights are on
République reached its Kickstarter funding goal last May, but the team at Camouflaj has been relatively quiet since then. That changed today when the studio released a video showcasing some gameplay and discussing the strides the game has made.
Camouflaj's Ryan Payton admits that some of the features they initially planned may not come to fruition in the final version; one of the major changes is the shift away from pre-rendered backgrounds to 3D environments, but that is probably not the only element that will be different from what the studio planned last year.
Check out the update for yourself right here:
For more on République, check out our interview with Ryan Payton.
Email the author Joe Juba, or follow on Twitter, Facebook, and Game Informer.
I really want to see this come out!
Looks cool to me. I hope the final product is as close to the developer's ideal game as they intend it.
I must say I'm happy it's going away from pre-rendered enviroments, I personally think they kinda stick out.
Touch screen gameplay?! This might actually be worth checking out. The art design is really intriguing too.
I've never heard of this game before but if that video shows anything it's that Camoflaj has potential.
I'm really looking forward to this game and have been ever since I tossed a few bucks into their Kickstarter. In the mean time, I look forward to more videos. ^_^
'Bout time they provided an update.
Devs actually talking about the development process as it actually is... definitely an indie studio. Glad to see they're making progress, because the game looks really promising.
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I wanted them to do the PC version first!
The game looks great, there's no doubt about it. It's especially nice that the thing was designed with what touch screens can do in mind; and being thoughtfully designed around that (which IS alot... they're just not good at replicating buttons), it's heartening. 100% of mobile developers should think like this, but it seems very few do (thanks to idiots like Gameloft, who are MARRIED to the notion of sh*tty virtual buttons). This developer diary is loaded with interesting stuff.
That being said, the people at Camoflaj could try a little harder to not seem so... douchey, y'know? Mr. Payton, for example - does he HAVE to be wearing that furry number in, what I assume is, a warm room (because everyone else interviewed there is wearing normal shirts)? Or that other guy, Jeremy Romanowski, who kept saying things like, "Our graphics ARE amazing" and, "I'm sure it's because of the talent here - I'm blown away [by us]". I mean, it's one thing to talk up your project, and support your team - and the game DOES look great - but the language he used is too douchey. Heck, every time anyone's name pops up, it's accompanied by the word, "Camoflaj" - WHERE ELSE WOULD THEY BE FROM? There's just a slight tone here that's not cool; a tinge of, "douchey hipster". I hope future dev diaries get rid of that.
I'll ignore it for the time being though because Patrick Ascolese has totally badass Wolverine Hair, and Bernice Jin Ye has an adorable accent :)
What is this? :)