Dev Transmission (August 2023)
Hi everyone, this monthly update is a little late because I was away at the end of August and have been catching up! Anyway, here’s what we’ve worked on during that time:
New Trailer!
We created a new trailer that we’ll be debuting during Realms Deep on the 30th September. In case you weren’t aware, this event is hosted by 3D Realms and if you’re partial to a FPS and other cool indie games it’s definitely worth tuning in.
It was fantastic to see all our work pulled together in this fashion and we can’t wait for you to see it!
New Enemy!
…Or more like an old enemy polished up. The Heavy (placeholder name) is slightly larger and bulkier than your standard soldier-type and carries a plasma-based minigun that lays down a withering hail of fire. We prototyped this enemy very early on – in fact you can see him in our Announcement Trailer – but switched focus to other enemy types while we worked on the rest of the game, so it’s been good to bring this big guy up to the same standard as his peers.
Loadout Screen!
When entering a level to commence your defence a SENTRY is deposited via a pod transport system. During this sequence you are presented with a loadout screen that allows you to choose which weapons, deployables and abilities you want to use in the coming battle.
We created a loadout menu a long time ago, but it wasn’t efficient to use and was visually outdated compared to our more recent Upgrade and Unlock menu system, so we’ve completed a rework to bring it up to scratch.
New Level!
Our latest new level is one with lots of high walkways, ideal for throwing enemies into bottomless pits!
Other Stuff!
Every month we do loads of smaller changes that don’t necessarily warrant a section to themselves. Besides tons of little fixes and polish tasks, we also did:
- More co-op work, we’re at the stage where we have a long list of individual features that need to be networked. Co-op is in a pretty good place but there’s still a huge amount of work left to make it shippable.
- Fixing up a bunch of co-op sound effects where you could hear the audio your player made but not the sounds the co-op player was making.
- The start of a save system
And just for fun!
At the start of the month we took part in Tiny Teams, a festival dedicated to games created by small teams. We have just one programmer, artist and designer, with some part time music and sound-design and myself handling non-core-dev work (QA, Community, Production, boring business stuff) and because we’re choosing to self-publish it’s great to have events like this that shine a light on the little guys!
Tell us what you think about the latest updates! If you want to reach out we’re active on all these platforms:
See you next time… and if you like what you see please Wishlist us!