Solitude is a cooperative multiplayer action survival game. Played from a first person perspective on your own with bots or with friends, you play as part of the crew of the Solitude and find yourself stranded on the other side of the galaxy as a result of the failure of the first full-scale faster than light warp test.
Only by repairing Solitude and improving the FTL drive, and other systems, is there any hope of the safe return to Earth. The crew must defend themselves from previously unknown alien races and navigate difficult spatial anomalies but, in the end, will that be enough to get home?
Banshee was a contract job for Mr Dog Media. Survival and discovery are key aspects, with the indirect result of territorial conflict, involving two teams - the emergency services and the spirits. The two teams battle each other for control of areas of the city with the use of light and darkness, while discovering the lore of the world!
The game will eventually deliver a full length horror film, made by Mr Dog Media, via the game.
Freedom is our first community-designed game where the community voted on a number of different game design elements ranging from art style to story over the course of a few weeks. The result was a post-apocalyptic cyberpunk puzzle RPG about self-sacrifice. The teaser is freely available by clicking the web-link above.
Mechadroids is our first released game to Google Play for the Android platform. It's a fast-paced, tongue-in-cheek, addictive mechanoid battle simulator designed with a quick pick-up-and-play attitude in mind. The player controls a Mechadroid by simply giving it a command to attack another Mechadroid. Depending on the outcome of the battle, the Mechadroid may gain experience. Once enough experience has been obtained, the player can upgrade their Mechadroid, making it more powerful in subsequent battles. Mechadroids are also able to steal a sizeable amount of their enemies credits if victorious, which can then be used to purchase new equipment from the Techlab.
Dark Choices is CWolf's entry to the MiniLD#31 (31st Mini-Ludum Dare), a game development competition where developers have 48 hours to make a game along a particular theme. For this Mini-Ludum Dare, the theme was fear and CWolf decided to take a story driven, atmosphere heavy approach to invoke fear in the player. For more information on this MiniLD#31 game, please click the web link in the top right to go to the Ludum Dare competition website. This game is free to play and can be downloaded by clicking the download link, also to the top right of this page.
Catch 2122 is Jargon's entry to the MiniLD#31 (31st Mini-Ludum Dare), a game development competition where developers have 48 hours to make a game along a particular theme. For this Mini-Ludum Dare, the theme was fear and Jargon decided to take less of a story driven horror approach and more of a technical approach to try and instill fear in the player. For more information on this MiniLD#31 game, please click the web link in the top right to go to the Ludum Dare competition website. This game is free to play and can be downloaded by clicking the download link, also to the top right of this page.
Root Access is the first game developed by Rogue Vector. Regrettably, even though large amounts of development time were put into the game and a playable build does exist, it did not make it out of the alpha development stage due to insufficient resources. It's a massively multiplayer online game that takes place in a fictional digital environment where players are pitched against each other in a pseudo-hacking cut-throat free-for-all.
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)
RT @Jargon64: MFW I finally get the Lua game update loop working for the thruster controls but neglect to multiply acceleration b… https://t.co/upYsrFRr4V
RT @CWolf: Almost able to merge in a major refractor for ingame multiplayer computer terminals. Tomorrow's the day! Then more… https://t.co/gzenvN0rmU
RT @CWolf: The biggest ones are easy enough to keep tabs on but I'd love to know the smaller events going on these days