Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts
Sunday, June 12, 2016
June 2016 Status Update!
Alrighty, things are shaping and coming up milhouse, but is it done yet? No! Almost.
All the levels are done, decorated, lit, tweaked, and continuously improved upon.
UI needs some further tweaking and all the levels will get more interesting secret areas while we keep adding missing sounds to every asset and event that needs it.
Wednesday, April 13, 2016
April 2016 status update!
Time for the monthly status update and this time with a little video to go along with it!
So what's new? Well, about 95% of the game's content is now done! It's been somewhat insane couple of months, but we actually did it.
The game is not completely finished yet as we still need to add some menu & progression functionality and go through a few polishing & fixing rounds with a bunch of bug fixing, but man, it's almost done!
Saturday, March 12, 2016
March Status Update
Time flies when you're having fun. For us the fun has been in creating tons of content within a short period of time while killing bugs and continuing the never-ending work of improving the controls and gameplay.
The pace has been quite tough and the ride is getting rougher everyday. We're now in the middle of the dreaded crunch time!
Friday, February 05, 2016
Object creator & other news
We finished Alpha v1.3 of the game this week and we are getting closer to upgrading Delta to Beta-phase. *rimshot*
We're still making new maps at increased pace since the core mechanics and most enemies and assets are just about done.
Saturday, December 12, 2015
New enemies and other improvements
It seemed that just throwing enemies around was a bit too easy way to get rid of them in the game, so we gave the Guard units a shield that activates after one throw. The shield prevents further gravity gun grabs but doesn't stop projectiles, so it forces player to figure some other way to deal with them permanently. So far we're loving this extra challenge!
Friday, November 13, 2015
November 2015 Status Update
Bugs, performance, AI, playability, UI, design, phone optimizations... all of the things we've been working on and will continue to work on, but now it's time to focus on content again!
Wednesday, October 21, 2015
October Update 2015!
We've been working on improving basic gameplay based on the feedback from our alpha testers and the work continues. The feedback has been very useful in helping us eliminating problems with the basic gameplay and usability. It's also amazing how many bugs can be found using external testers, but luckily all the bugs have been easy to fix so far.
Sunday, September 06, 2015
New Gameplay Teaser!
We recently released a Gameplay Teaser and here it is:
A lot of work went behind this version. We've wrapped up things feature-wise and have been focusing on stability, performance and playability. The game is now running smoothly at 60fps even on our lowest target device (iPad mini).
Most of our current levels have been re-worked to have more complex and interesting puzzles and of course we're working on new levels daily. We will be adding more graphical assets and new enemies still, but no more feature creeping is allowed!
A lot of work went behind this version. We've wrapped up things feature-wise and have been focusing on stability, performance and playability. The game is now running smoothly at 60fps even on our lowest target device (iPad mini).
Most of our current levels have been re-worked to have more complex and interesting puzzles and of course we're working on new levels daily. We will be adding more graphical assets and new enemies still, but no more feature creeping is allowed!
Tuesday, July 21, 2015
July project status
Time for an update! There's lots of things going on and as a result we've again neglected this blog because of it. We're crunching new levels every day while optimizing the code and assets and doodling new art, but what else is new?
Thursday, June 18, 2015
June status update
Time to chat about what's been going on with the project. We've been very busy optimizing the code and assets, and creating new playable content.
Sunday, May 10, 2015
Player movement
One of the most important things about gameplay for me is how fluent the controls feel and how the character behaves in the game. It has been a constant battle of fine-tuning the values, adding and removing and changing the code to make everything as flawless as possible.
Thursday, April 23, 2015
April status update
Lately we've been fixing various bugs and dealing with some Unity 5 transition problems. While the switch from 4.6 to 5 was easy overall, small problems keep arising and need fixing. Getting the demo to run perfectly has been quite a big task.
Saturday, March 14, 2015
Building the demo
The closed demo is just about finished, and we've been testing the scenes vigorously, as well as asked a few friends try them out. So far the results are positive, but have also forced us to make some changes and fine-tuning to the gameplay. This will surely be an ongoing process as the testing continues, but its a good start!
Wednesday, March 04, 2015
March update
Saturday, February 07, 2015
Hacking minigame
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Hacking UI mockup over a screenshot |
As we mentioned on our first post of this year, we have made a mini-game for the various hacking situations that occur in the game. Instead of a push-a-button-to-hack type deal, the player now has to complete a simple minigame.
The .gif below is just a mockup animation created in After Effects, of what the end result might look like, as the current working implementation is composed only of green and red rectangles.
Saturday, January 10, 2015
January 2015 update
Aaand we're back! We're neither dead nor sleeping. Lots of work has already been put into the game this year and here's a quick summary for you loyal fans and honorable guests.
Sunday, December 07, 2014
Gameplay video #2
There it is! (If for some reason it isn't showing, check your adblocker - had some problems with Firefox and simple ad-blocker)
Read on for the details...
Saturday, November 15, 2014
Introducing... The Turrets!
This time we'll continue the tradition of introducing the different types of enemies you'll encounter in the game.
Turrets are automated, stationary guardians of the Island Delta complex. They are equipped with a variety of weaponry, including ear-devastating grenade launchers and tissue slicing heavy laser cannons and plasma projectiles.
Turrets are automated, stationary guardians of the Island Delta complex. They are equipped with a variety of weaponry, including ear-devastating grenade launchers and tissue slicing heavy laser cannons and plasma projectiles.
Saturday, October 11, 2014
About the team and the game
We're doing something different with this post: what you'll find here is stuff about the team and how the project began, how it has evolved, and what our plans and goals for it are.
Saturday, October 04, 2014
October status update
Development hasn't stalled! We've been working on improving mechanics, designing the level and story progression, designing the characters, and working on more puzzles. It's all very good and all, but we haven't been able to translate all this work into an interesting blog posts.
There are however, some things to write about...
There are however, some things to write about...