A New Game Announced! Banshee!

We are very proud to officially announce that we have teamed up with Mr Dog Films to develop the game for a new transmedia project called ‘Banshee’.

Banshee

Over the past two months we’ve been hard at work creating an experience that brings true horror to Facebook in the form of a real time, multiplayer game. Banshee is about survival and discovery, with the indirect result of territorial conflict, involving two teams – the emergency services and the spirits. The two teams will try to take control of areas of the city with the use of light and darkness, while discovering the lore of the world!

The game will be a first of its kind in eventually delivering the full length horror film, made by Mr Dog Films, via the game. We’re using Unity for development as we felt it was the best fit to achieve the level of immersion required for such an experience.

We’re really excited about this project and we’ll be releasing more information as we develop the game. Expect to see live streams and developer video blogs from us as the months progress!

For more information please see the Banshee Facebook page and website!

Mr Dog Films logo Unity logo

Mechadroids Round 5, Fight!

Round 4 is officially over and congratulations goes to NeverLupus as he continues his dominance over the Mechadroids’ leaderboard for a second win in a row!  Nicely done! Well done to Titan and Timothy for coming in close behind.

Also, a big thanks goes to out to everyone who participated in Round 4.  We’re slowly building up a larger active player base, which is great news.  Mechadroids is designed around player versus player combat so the more players we have, the more fun Mechadroids will be. This, in turn, will attract more players!

That being said, we’ve been extremely busy behind the scenes here at Deadworld Studios and have had little time to work on Mechadroids apart from minor bug fixes.  So, unfortunately, we’ll be kicking off Round 5 with no additional features. That doesn’t mean we don’t have anything new planned for future releases… and we definitely have some big plans!

We are also in the process of working on a Facebook (and potentially Google+) version of Mechadroids so you can play on your computer when you’re at home (or work) and then continue the fight when you’re out and about with the Android version.  We’ll keep you posted on its progress.

So, without further ado, let Round 5 commence!

Available for Android on Google Play

Wax On, Wax Off

Well, as you may have noticed the new site is up and running (thanks Ben).  So that means we can start populating it with precious information regarding our projects.

Anyway, we’re still working hard on Root Access and we’re very close to wrapping up the alpha, just implementing the last couple of features and then it’s onto testing.  We’re also setting up supporting stuff for Root Access, such as bug trackers for our alpha users, as well as ‘official’ game information on this site.  We’ve had a Twitter account that we’ve been tweeting to during the development of RA (link to it is on the footer navigation at the bottom of this page), so there’s some interesting stuff on there if you wish to follow us.  There will also be a Facebook page that will be launched too, once we get the ‘official’ game info up.

The last couple of features that need to be implemented into RA is the ability to attach a file to a message and send it to another character/player.  Once this is done we’ll be able to write some Steal-type missions where the player is required to download some data from a target server and then message the file back to their employer.  We’ve already got quite a few Delete-type missions, in which you’re just required to gain access to a server and delete data… but remember to clean up your logs or you’ll get caught!

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)

@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

@CWolf: CI love #GameDev #RV

21/11/2017 @ 4:06pm UTC