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
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
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!
Sunday, November 23, 2014
Status of art assets
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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...
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!
In the meantime, here's a collection of new screenshots. We hope you like them!
Tuesday, July 29, 2014
July project status update
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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!
Winning screenshot showdown IOTD for today #gamedev http://t.co/KE5lqvuni4
— GameDev.net (@gdevnet) August 2, 2014
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.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 first chapter focuses mainly on a high-tech base and the area surrounding it.
First, some notes about the screenshots:
Wednesday, May 14, 2014
Welcome to Island Delta development blog!
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.