Sorry for being scarce with the updates, everything has just been really busy! Lots of graphics and SFX work, especially. Working with a native 1080p resolution has been interesting to get the hang of- but exciting.
Per title progress (as much as I can say at the moment, anyhow) Quadfire- Primary graphics and audio are mostly complete, basic systems and UI functional. Enemy pathing, multiplayer, events, and leaderboards are coming slowly but surely. A demo or video may be possible in a few weeks, but everything has to be super tight before that. The Bounty:Uber Edition- The entire game is prototyped, save for a few new levels that need to be added. Sprites are coming along, but this is a HUGE undertaking. New engine in Unity is starting to take shape, and a bit of the data entry is finished. Near-Lucid- Nothing much to say, honestly. I REALLY wish I could show you guys some things... it isn't quite like anything out there. This will be a bit at a time while all of the other releases are in production, and it will become top priority after that point. Intrinsic DX- I'm bringing the oddity back... sort of. The original short form "message in a few minutes" experience will be included, of course. However, the primary gameplay is being expanded upon, and turned into a fun, loose, pick up and play time attack experience. I'm working on modes to support up to 5 players, with some really cool extras in the Wii U version. The art style is very similar to The Bounty:Uber Edition, and I'm finishing the last couple of sprites today. I will try my best to have something to show in the near future, perhaps at the same time as Quadfire is showable. Thanks for your time, and I hope you're looking forward to these games! Oh, and don't forget to check out our streams- Classic Games Theatre on Tuesdays and Thursday Night Fights on, well, Thursdays. They're a lot of fun! Till next time -Dave |
AuthorDave Vogt: Archives
February 2021
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