Showing posts with label screenshot. Show all posts
Showing posts with label screenshot. Show all posts

Tuesday, July 26, 2016

July update status


Just a very quick status update here!

The game content is done and we're now testing the game and fixing the remaining bugs.
We're planning to release the game in the fall and are now researching the best practices to do it.

A more thorough post coming later. In the meantime, here's a collection of recent screenshots. Enjoy!

Friday, May 13, 2016

May 2016 Status Update


   Okay here's a quick one with some pretty pictures.
The crunch continues as we're doing a maintenance round for all the levels. What does that entail?

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.

Friday, January 22, 2016

January 2016 update!


The holidays forced us to take a small break and this month's been spent catching up.

We've done scheduling, design and planning work, fixing bugs, improving gameplay, polishing existing graphics and making new levels. We have a tight schedule of pushing two new levels per week which is quite difficult, but so far so good. Our first night-time level is in the game now and more will follow.

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!

Tuesday, July 21, 2015

July project status

Couch is the ultimate weapon

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, 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


Our closed demo is due to be released next week to our friends and colleagues so we're working very hard on the build. This post is to highlight some of the major aspects of the process.

Monday, January 26, 2015

Outdoor assets update



I've been noodling with outdoor environment assets and scenes yet again. There's some new snazzy cliffs and rocks, terrain textures and tiles and a whole lot more is coming as we speak.

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...

Monday, December 01, 2014

We're working on a new video!

A new gameplay video is in the works with a new post in which we'll be discussing the main features in more detail. Here's couple of screenshots of the video. It'll be online in the weekend. Stay tuned!

Launching a coffee machine at the enemy

Sunday, November 23, 2014

Status of art assets

This is just a very quick update. Here's our latest #screenshotsaturday... shot; guards taking care of their physique:

Guards keeping in shape

I'm currently adding missing assets to the game and getting stuff ready for all the required levels of the first third of the game. There's not much missing anymore, and today I'll be focusing on new decals and effects work. I'm constantly updating old assets but also being very aware of the fact that it's a never-ending task; everything can always be improved but one has to set limits and focus on the big goal...

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...



Tuesday, September 02, 2014

A quick status update!

Here's just a very quick update on what's been happening: we've been cracking our skulls open working on our pre-alpha version, and making our very first video of our very early gameplay. The video will be released later this week, with a more thorough blog post about all the new features, changes and plans that we have.

In the meantime, here's a collection of new screenshots. We hope you like them!


Tuesday, July 29, 2014

July project status update


Some of the new decals

It's almost the end of July and things are progressing, albeit slower than originally scheduled; real life has slowed things down temporarily and also it's the hottest month of the year right now so that takes a beer related toll on all of us. The situation is normalizing now though and tons of work has been done.

Edit (August 02): one of our screenshots is selected as Image Of The Day @GameDev.net screenshot showdown! How cool!
We've been working on pretty much everything related to the game such as design, mechanics, backstory, characters, assets and even some sound work. We noticed that some of the core functions of the game were actually not as functioning as they should be, so there has been a lot of planning and re-tweaking some key features.

Now let's get specific...'ish.

Saturday, June 21, 2014

Outdoor environment assets


The work on outdoor environment assets has begun! They are heavily wip in these images, and there are many things I'm not quite sure of yet. The design and technical execution is something that might change a lot during the following months, but so far I'm quite happy with the results.

Saturday, June 14, 2014

June Project Status Update

So... what's happening?

(animated .gif's everywhere!)

We're currently working our asses off to get the game into a fully playable state with all the currently implemented mechanics working nicely together. When we'll hit this very important milestone, there's going to be a trailer video in it for you, showing the actual game play (yeah, it's about time)! This is to be expected sometime during the first two weeks of July. Of course we'll continue updating the blog during this massive task.

Artsy bits


GUI work has begun. I've got about 10 action buttons and item graphics to show later when I get to finish them all. Here's a small sample:


Wednesday, May 14, 2014

First screenshots

Here's a bunch of early screenshots from the first part (out of three) of the game!
The first chapter focuses mainly on a high-tech base and the area surrounding it.

First, some notes about the screenshots:
  • The GUI is temporary, only for our own testing purposes
  • The environment is missing some details (such as proper decals and decorations)
  • Character lighting and shadows are not fully implemented yet


Wednesday, May 14, 2014

Welcome to Island Delta development blog!

Island Delta is an action and puzzle game with an intriguing storyline that takes place in peculiar surroundings. The game is currently in development for the iOS platform.

We are updating this blog regularly and what you can expect to find here is screenshots, gameplay videos, unit/enemy introductions, small making-of's of assets and concept art.



What's the game all about then?

The gameplay focus is in action and puzzle solving. The player assumes the role of a master thief who specializes in agility, espionage and finesse rather than deadly tactics.