Recent Vespers News

A Milestone Of Sorts

Time for another pseudo-quick update.

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Hello? Is this thing on?

Oh right, the game thing. Almost forgot about that.

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Screenshot Saturday, 11 Feb 2012

The Vespers submission for Screenshot Saturday for February 11, 2012. Check out all of the indie screenshot submissions over at screenshotsaturday.com.

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The Completely Random 2012 Update

I've been working on Vespers such a long time now that I think people consider it part of who I am. And not so much in an inspirational or spiritual kind of way, more like a lingering-chronic-disease kind of way. So every now and then when I see friends, I get a few "Say, how's your game?" questions, and while it's nice to know that people still think about the game it really just sounds more like commiseration than anything else, kind of like "Say, how's your irritable bowel?"

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Now We're Getting Somewhere

Well, it certainly has been a while, hasn't it?

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All's Well That Ends Well?

Some encouraging news, for a change.

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Whither (Wither?) Torque

Thanks to Rampant Coyote for bringing this to my attention, but for those of you who haven't heard, InstantAction has decided to shut down its operations. While this is certainly sad news for a number of people who will be out of work, a lot of you are probably saying, "Who?" The truth is that I'm not sure I could accurately explain exactly how this relates to me, even though it does.

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Time...Marches On

So last night was the latest Utah Indie Gamer night, and I couldn't make it. Bums me out a bit, because I enjoy connecting with those folks and following along with some of their projects, especially Jay Barnson's Frayed Knights. At the same time, though, each successive gathering just seems to highlight the fact that I still haven't reached any major milestones on this project.

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Adventures with NPCs Redux: Lucca

Here we resume our efforts to bring our NPCs to life, beginning with bits and pieces of text from the IF version of Vespers and ending with a modeled, animated, and voice-acted 3D character. Last time I discussed the development of Constantin, the large hulking monk with a short temper. This time I relate the development of Lucca, who had some interesting and unique challenges of his own.

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Not Your Mother's Integrated Graphics

One of the things I noticed when I posted the request for beta testers is that a number of interested people didn't quite have the system specs I believed were needed to run the game smoothly – namely, a dedicated graphics card with a decent amount of video RAM. Systems with integrated graphics chips, at least in my mind, have not traditionally handled fairly intensive 3D games very well, hence the decision to exclude those systems, at least at the start.

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