Team News

Alpha development update #3

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   Hello City Residents!

We have a lot to share regarding what’s happened in the world of Railgun over the past few months! The team has been working extra hard staying on track with the high level overview of our goals for this year. Our current trajectory allows us to release a public beta and alpha, as well as a finished product, by the end of 2016. We’ll have more information on these releases in the near future, so be sure to follow us on IndieDB, Twitter, and Facebook.

Exciting News!

We’ve conquered GameACon! With roughly fifty indie games on display, this year’s show presented some very stiff and excellent competition. The crowd was pleased with the progress on Railgun, and the judges were too! We took home the “Game of the Year” award for 2015! Our team was thrilled to receive this honor and would like to thank everyone involved in making this year’s convention happen. Continue Reading

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Alpha development update #2

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   DESIGN

The design team has been hard at work making improvements and adjustments to the newly implemented wave system. In other words, we’ve got aliens! Extraterrestrial bombers hover above the city during later waves and drop explosives on the track, the Railgun, and everything else in sight. In conjunction with this new threat, we’ve made the blink attack operational so that it now deals damage to enemies through which the Railgun “blinks”. We’ve also added visual and audio cues that let the player know when and where the track has been destroyed.

ART
In addition to aliens, we now have boats! Our ever-evolving city continues to come alive with the application of animated assets. As terror rains down from above, boats come in and out of the harbor creating a sense of urgency and escape We’ve also begun to create a network of roads that weave through the city. Our pFX designer is currently working his magic on an environmental sandstorm effect and the comets that come streaming out of the sky. Lastly, we’ve updated the appearance of the drone tank and added texture to the guns.

TECH
The tech team is making final tweaks to each weapon planned for the launch of the demo. We’ve implemented a new energy system that requires the player to recharge weapons and strategically cycle through their cache. We’ve also increased the size of the UI so it’s easier for players to quickly check health and energy status. Continue Reading

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Alpha development update #1

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   Booting up and going live!

Welcome to the first of many updates for our upcoming game. We have lots of exciting news to share, and we look forward to taking you along for the ride as we push toward the launch of our prototype demo at this year’s GameaCon in Atlantic City.

DESIGN

The design team has made significant progress toward implementing an enemy wave system. As players advance through the game, meteors fall in greater number and in more challenging patterns. We’ve also begun prototyping comets and alien ships, the first of several additional proposed enemies, for increased difficulty in later stages.

ART

The in-game city is, quite literally, “under construction”. The art team has modeled the majority of the large structures and are adjusting the scale accordingly. The next steps will be to start modeling the filler assets such as light posts, garbage bins, storage containers, etc. In addition, our lead artist has begun work on the new design for the Railgun. We now have a meaner, much more aggressive, totally bad ass drone tank for players to pilot.

With the models for the city and the Railgun well underway, the art team’s primary focus over the past week was particle effects. From smoke to sparks, Luke, our pFX designer, has been hard at work adding and tweaking atmospheric ground fog, intermediary clouds, track destruction, and the Railgun’s boost effect.

Perhaps one of our most exciting updates is that Tom Wright has joined the team to assist in bringing the city’s 3D environment to life. Tom is an experienced creative who’s worked on titles such as Battlefield 4, Call of Duty: Ghosts, The Last of Us, and a host of films including Green Lantern and The Golden Compass. His initial charge is to implement a new skybox and begin testing different spectrum’s of light in our game’s evolving environment.

TECH

The tech team has weapons on the brain. Most recently, we put the finishing touches on the Continue Reading

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