Tuesday, June 30, 2015


Logo & Concept Art

Check out the new logo! After some thought we decided to light the clean version of our game logo on fire... I know a little extreme right? ...nah.

Unity 5

The remaining bugs have been worked out from last month and we are holding off on upgrading to the new networking features of UNET until Unity has matured it a bit more.

Game Profiles

This month we integrated a new player profile system that holds players characters levels, achievements, steamID, email address, special items or accesses and provides us the ability to manage each user profile down to the items the character has on them. Right now the system is only functional in a demo scene for testing but everything works and we are now ready to hook it up to our main prototype. This will be included in all our future Development Builds and will require users to authenticate with their account before playing the game. This way we know how many of you are interested in the project!

Development Builds

It's taking longer than anticipated but we are making progress on our website. All of the latest prototype builds will be made available at AssaultOnIsegran.com when the website is revealed either late June or early July.

As always you can follow us on Twitter, Facebook and Google+ to keep up to date with our latest developments. If you prefer visiting the website, please continue using www.WetFireGames.com until our new site, www.AssaultOnIsegran.com, launches in the coming months!

Tuesday, June 2, 2015




Logo & Concept Art

The 3rd and 4th character concepts are now complete and also the Assault on Isegran game logo inspired by Old Norse mythology!

3D Modeling

Bringing the concept art to life has begun! After much deliberation on which character would first be introduced into the game, it was eventually determined that the Mage would be our first custom model. The Mage will meet the grounds of our testing land and rigors of combat, we can't wait to start throwing fireballs and casting some really neat particle system effects onto those that try to assault Isegran. The 3D modeling process is no process to be taken lightly as we will be using some next-gen technology, 4k textures & polygon limits up to 100k.

Unity 5

An attempt to update the project in Unity5 is on-going. Some of the bugs from our last attempt have been resolved and there are several more we are working on. The migration is largely influenced by new information released by Unity about new Networking features that Unity is slowly releasing called UNET. We are quite excited to use some of the updated & stabilized networking API. This will add Cloud scale-ability, we have been worried about 1,000+ concurrent users logged into our matchmaking system but this new feature will eliminate our concerns. The system will also allow for real-time global illumination, physically-based shading, new fancy audio capability, 64-bit editor (...drool), and the list goes on. You can head over to unity3D.com to see these new features & improvements in action.

Development Builds

We continue to make progress and we'll ensure the prototype game is available to test so you can see our progress first hand. All of the latest prototype builds will be made available at AssaultOnIsegran.com when the website is revealed either late June or early July.

As always you can follow us on Twitter, Facebook and Google+ to keep up to date with our latest developments. If you prefer visiting the website, please continue using www.WetFireGames.com until our new site,www.AssaultOnIsegran.com, launches in the coming months!