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, 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.

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...



Tuesday, September 09, 2014

The very first gameplay video is here!



We welcome you to enjoy the first pre-alpha gameplay video of Island Delta!
In the video you are able to see some of the features that are being worked on the game, plus few different surroundings, some enemies and the flow of the gameplay itself. Obviously its still just a very raw glimpse of the game with just basic mechanics, minimum amount of sound effects and just a handful of locations and different enemy types, but it should give you some idea of the style we are striving for.