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May 2013: Seth, Stan, and Jordan start development on prototyping and core systems of the engine.
June 2013: Hiago is added to the team, tasked with integrating his Graphics library into the engine.
July 2013: Aaron joins and begins concepting out the art style.
September 2013: Engine proof presentation is put together showcasing the tech with an impressive audio-visual dance shown below.
June 2013: Hiago is added to the team, tasked with integrating his Graphics library into the engine.
July 2013: Aaron joins and begins concepting out the art style.
September 2013: Engine proof presentation is put together showcasing the tech with an impressive audio-visual dance shown below.
October 2013: Prototype presentation introduces the sonar and stealth mechanics, as well as a surprise.
November 2013: Lubertazzi is picked up for gameplay, and then gradually transitioned to tech and tools.
December 2013: Environment and budding gameplay moments are showcased in the first playable build.
December 2013: Environment and budding gameplay moments are showcased in the first playable build.
March 2014: Sopko starts working on level creation and design.
April 2014: SubRay goes to GDC along with a new trailer.
April 2014: SubRay goes to GDC along with a new trailer.
May 2014: SubRay is submitted for the school year at Gold!
June 2014: Aaron, Seth, and Sopko continue SubRay polish and content creation for PAX and IndieCade.
July 2014: SubRay demo is officially released with a final and development halts due to lack of resources (Link to post).
July 2014: SubRay demo is officially released with a final and development halts due to lack of resources (Link to post).