Bit of Alright Conference

Bit of Alright

Last weekend I, CWolf, went to World of Love‘s spiritual successor Bit of Alright indie games conference.

The conference was a great place to meet like minded people from across the indie games scene, listen to some very interesting talks and see some of the unreleased games in development. I met some very interesting people there, especially an artist and an ex-APB developer who I shared a few drinks with at the end of the day.

I found talks on ‘Paper prototyping’, ‘Indie(cent) Exposure’ and ‘Zombie Run’ the most interesting talks of the day. It has given me a lot to think about for Deadworld Studios.

All in all the day was a great experience and I’m looking forward to the next similar event! The conference is covered in much greater detail by RPS and Gamasutra.

Now… back to getting the next Mechadroids update out the door!

Game Released: Mechadroids – Closed Alpha

Robots Fighting

War… war sometimes changes. Tonight we released Mechadroids to the closed alpha testers! We’ve been playing the game during the evening; we’re stealing credits while attacking each other with some insane weaponry.

Alpha testers will receive an email with details on how to play when they have been accepted. We are having some small issues with our emails being sent into spam folders so please check there before taking out your rubbish! If you’re a tester please log feedback at Deadworld Feedback. If you have any problems with your login or our websites please email us at info@deadworldstudios.co.uk.

The next few weeks will be used to balance Mechadroids ready for our big release onto the Android Market. Once there anyone with an Android phone will be able to download and play Mechadroids.

Remember for more information visit the Mechadroids information page and the Mechadroids site! Good hunting alphas!

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