The Knocking Dead - Announced!
Like this box art? Check out Chris's portfolio. So as I alluded to in my last post, we've got a zombie survival game in the works. It's called The Knocking Dead and it puts players in the role of an...
View ArticleLegend of Kilflame: Progress
Believe it or not, we've got news on this front. The "Glyph Engine" is polishing up nicely and Bryan has reworked all character animations so that they can be adjusted and installed into the engine...
View ArticleThe Knocking Dead (Prototype Preview)
So here's a little preview for The Knocking Dead, the 2D "retro" zombie survival game we're working on. Most of the basics are in and the game is playable, but it needs polish and structure. I...
View ArticleThe Knocking Dead: Zombie Team
We're still here! We had hoped to get TKD out by Halloween, but then all that stupid life stuff got in the way. We're getting close though - most of the major cogs are in place and assets completed....
View ArticleNice to Meet You, Unity.
Well, XBLIG seems to be defunct, so we decided to roll up our sleeves and head over to Unity. So far, all I can say is, I wish we started here in the first place. We're getting things going again,...
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Just a quick screenshot pulled from Unity. Obviously, shadows are going to be very key to the richness of this game and they're not in yet.
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Here's a shot of our region known as The Dry Coast. You can Maya about to get in to it with a couple Gubs and bigger fella we call Vos. In the background you can see a walled-off residence that...
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Waiting in the weeds?Lighting, skyboxes, and grass, oh my. I've been touching up some visual details lately while Bryan implements combat (which I hope is the topic of my next screenshot post!)....
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Here are a couple screenshots with the anti-aliasing on. Definitely much less ragged.
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Alrighty. Trying to polish up the look/feel here. This video shows several new things including shadows, basic interactions, and basic enemy AI/patrolling. Upon second look I might need to tone...
View ArticleMoon Shine
More messing around to get a nice nighttime effect. Adding in more organic lights as well.
View ArticleLegend of Limbo
I sort of got off on a tangent this evening. Ended up Limbo-fying one of our scenes. Damn cool look, I have to say.
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We've been working a lot this week on creating our title screen - and we're trying to think a bit outside the norms there as to not just have a conventional menu, but actually weave it directly in to...
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I've been working on visual touches for another important region of the game - set on the coast. It takes a lot of tweaking to capture the feeling of moonlight, without over-darkening everything at...
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The plan is to fully level-design six of the early regions of the game (three of them being caves). We want to make sure that we fully integrate combat, interactions, dialogue, basic AI, and the UI...
View ArticleMap Making
I have always enjoyed map-making and find it easiest to start with a top-down sketch in order to create a fun and interesting "tour" for the player. I usually start with old-fashioned pencil and...
View ArticleRunning Around
Here's a quick shot of a new scene. The quality went down quite a bit, but I hear gifs are all the rage this year, so hey - 12 seconds of kinda blurry footage for your consumption. If you look...
View ArticleCaves Are Very Exciting
The cave is a special place in most games - it's sort of become a character of it's own. I love that - the mystery, the unknown - the risk versus reward. In Zelda, the cave was a black square where...
View ArticleAnd it's March
Just updating with a little screenie action here. We've been working on some clean up and UI/HUD awesomess, which is nearly ready for a reveal. In the meantime, maybe head over to this reddit post...
View ArticleGetting Real
So I commented on Carl's most recent blog entry with the assertion that "shit is about to get real".As excited as I am about shit getting real, I can't say that I'm not a little bit nervous about it...
View ArticleInventory Makeover
One of the most challenging elements (I've found) with game design is that almost any little revision to the overall game-plan, or even the most minor of gameplay alterations, can cause a ripple effect...
View ArticleMyst-ical
I played a lot of Myst when I was younger. It was one of the first games I tackled alone, which of course means that the experience stuck with me. After you get past the fact that the game...
View ArticleCOMBAT
It's been a long time since we talked combat. But a couple nights ago Bryan showed a couple baddies pummeling Maya and I realized that we're getting close to battle time.1. We polished up the system....
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