Playtesting and Steady-Progress

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Where We’ve Been Developer meetups, playtesting, work, work, Unturned, work, work, beach, work!  Hi all, we’re not dead. We’ve attended a few more dev-meetups, did some local playtesting. Overall very fun, very helpful! We saw what people liked, what they didn’t. What made sense, what didn’t. We discovered things nowhere on the radar. I’d say the reaction to the game was on […]

Randomization, Making Enemies

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Randomization! This segment will cover the randomization, and how we turn each enemy into a unique snowflake. You may have seen the robots in the video clip earlier. They aren’t the prettiest (prototype art), but you’ll rarely see the same one twice! Process Start with a generic enemy core Create a handful of props (gear, weapons, accessories: ~3 models […]

First Gameplay Clip

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Hi again, Andy again. Today we’d like to share some very early gameplay footage and a few screenshots! The video is brief, but it shows some key features: Acrobatic platforming Grapple, Melee/Swordplay, and Throwing based combat Enemies as weapons Ease of traversal The enemy is a brute type flyer; a heavy weight enemy that can be grappled and somewhat steered. The […]