Entries in Development (17)

Monday
Dec262011

FlyGuy (Lite) is out NOW... For FREE!

Hey! Hope you all had a wonderful whatever you celebrated. Here's just a quick update for all of you (and my first post here for those of you who are reading this on IndieDB). We're still hammering away on Physix and Collapsus, but managed to get the Lite version of FlyGuy on Kongregate. It was supposed to take about a week or two from start to publish, but one of our programmers and one of our artists moved which put a kink in the schedule, but they got finished soon enough to have a pre-Christmas release. As you may know, Unity is updating to export into flash and with it, so is the web version of FlyGuy. If we get enough people playing and rating, we're going to finish up our iOS/Android, “Full” version in CoronaSDK, which will be free to play and will contain a multitude of new modes, challenges and OpenFeint support. Just think of the Kongregate version as a prototype to test the waters. We should have new media posted (both on DB and our site) soon for not only this, but Physix and Collapsus as well. Just remember, if no one shows their interest, the big mobile release may never happen. Tell us what you think!

Tuesday
Nov292011

BOOM! Updates Ahoy!

Hi everybody! Just a few quick things to update since I haven’t posted anything in a while. Firstly, as you can tell, there's a new site theme we're trying out. I think it looks spiffy. So that you can tell us what you think about the remodel (or anything else for that matter), not only do we still have a Facebook and Twitter, but we now have a Google + as well! On top of that, we've acquired WRAITHGAMES.COM so you can get to here from there as well as our .ORG

Thirdly, but surely not least of all, we're officially announcing 2 new games:

The first is Collapsus, an Android/iOS puzzle game that long-time followers may remember the taste of and the second is Fly Guy, a free-to-play web game. You can visit our GALLERY for some early screenshots uploaded with this post.

I know what you all might be thinking, and no, Physix WILL be keeping on-keeping on and on top of that we hope to have new screens, videos and a playable demo soon... we've just had more work on to do to make it awesome enough for the “final beta” mentioned a few months back and we'd rather post something huge rather than smaller things here and there.

 

Collapsus and Fly Guy are just some side projects that “turned real” faster than anticipated, that we hope will be out soon. As always, we're taking the “it's done when it's done” approach with Physix and these new games are the same way, but we think they’ll be out considerably faster than Physix.

 

Again, let us know what you think by visiting our social network pages and keep on PLAYING HARDER!

Sunday
Jun192011

Little Nemo's Adventures in Shaderland

You know what? Updating is hard. I mean really hard! Development is the relatively easy part. It's making awesome screenshots, videos and blog parts on a semi-regular basis that brings me to my knees. Let me explain:

 

We've been working hard on Physix as usual. We've got some music tracks hammered down, the menus and what little HUD pieces we're using are nearly complete as well. Right now we're once again waiting for some engine tweaks to be made and most of the effort around here is devoted to particle effects and shaders which are mostly done, but there's always something with a project like this.

 

Still not sure when you guys should expect a release, but we've been talking with some publishers and for anything to move further with the marketing end, we need to have a final beta out and that's what we're working on right now. Not exactly sure if we're ever going to have an open beta, but that may be something to consider if there's enough of you out there who want to give a swing at it before it's out.

 

Other than that, not much really. We've gotten beyond any sort of mass experimentation or major changes/fixes. It's kinda boring here in dev-land for the time being. Just more chugging away at assets and stability. We usually like to have a post here a month, but it's been kinda hard (like I said before) with nothing much notable going on. While we're adding even more environmental media to flesh out scenes and remove the dreaded “flat-wall syndrome” most of it needs to be tweaked before it matches the esthetic of the rest of the environment to begin with, so no pictures of that and since the other changes are more for stability or logistic reasons, many people wouldn't be able to really see a difference if we posted about it ad nauseum anyway.

 

Don't get me wrong, when it's done it will be glorious (in our opinions at least), but for the time being there's just not much to report. We'll try to keep you all posted if something drastic happens, but for now it seems like snoozeville. Speaking of which, I'm going to go take a nap and then tweak some shaders... Catch you later!