The Technology of a Deadworld – Project Management

Managing a games company is no different to managing any other organisation, group or project.  There are some small subtle difference but in the end to make progress you need to set tasks to complete and deadlines you actually meet.  We realised relatively early on we needed a central organised way of ensuring the team knew what was required of them and how much time they had.  Welcome to the world of project management. (more…)

The Technology of a Deadworld Series Introduction

We’ve decided to write a series of posts that will cover the range of different technology we use to aid us at Deadworld Studios.  In each post we’ll discuss the specific areas of management, game design and development which lead us to adopt an existing solution or develop our own solution to aid us.  Moving further into our need we’ll discuss what options we were presented with, the reasons behind our choice and how we utilised it.  We’ll reflect on our experiences and if this has lead us to do things differently in the future.  We have a few interesting stories centered around the times we went through with the technology so those will be thrown in too for good measure!

Stay tuned for our first entry!

I am the Alpha…

First of all hello to those of you who are new here as well as those of you who have been with us for a while. It’s been a few months since our last update and we’ve all been hard at work involving all things Deadworld. Things are moving well and we would like to officially announce that we will begin official alpha testing… soon.

The coding monkeys have been released from their cages for the day in celebration of the announcement but we’ll have them all rounded up and back to work soon. In the meantime head over to http://rootaccess.deadworldstudios.co.uk/alpha/ and fill in your details to register your interest. When we’re ready to begin we’ll send out alpha keys to a limited number of users and, if all progresses as planned, we’ll be sending out more alpha keys on a regular basis until we’re ready to move onto the next stage.

As an alpha tester you obviously get a taste of what’s to come, though bare in mind things are still at an early stage, there are still bugs that need squashing and lots is likely to change – hopefully with the benefit of your feedback to help us identify all the problems and provide some useful insight.

Thanks for being patient with us and we hope to see you in the alpha.

The Deadworld Studios Team

Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@SolitudeGame: Status update: Fuel reserves low. Asteroid mining facility detected on sensors. No response to our communications. On approach station appears to be abandoned and running on emergency power only. Away mission approved. Mission objective: Search and salvage - fuel is a priority.

23/03/2022 @ 11:00am UTC

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! https://t.co/B5N01jrA70 #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC