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1104552 Posts in 45953 Topics- by 37631 Members - Latest Member: oily_chi

March 31, 2015, 10:04:47 AM
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1  Feedback / DevLogs / Re: Screenshot Saturday on: March 28, 2015, 09:23:44 AM
Trudy’s Mechanicals @ Incubator Games

We have another set of screenshot from our tech demo.




The first image illustrates the user activating the massive cannon turret to bring down the coal station off in the distance.



The second image shows the destruction of the crumbling coal station, thus completing the mission.
2  Developer / Art / Re: GIFs of games being worked on on: March 26, 2015, 08:11:12 AM

I love it! I wish I could animate that well, it's amazing Shocked


Thank you, we're definitely trying to add some whimsy and personality to our animations.
3  Developer / Art / Re: GIFs of games being worked on on: March 23, 2015, 09:11:32 AM
Hello, we at Incubator Games have been working on Trudy’s Mechanicals our upcoming steampunk turn-based tactics game.
Here are a few gifs we have finished to share, we will post more as they arise.



The first gif is the Automaton's spare gear throwing animation. Our second gif is the Automaton's twisting animation upon impact.
4  Feedback / DevLogs / Re: Screenshot Saturday on: March 21, 2015, 07:26:09 AM
Trudy's Mechanicals @ Incubator Games

Good morning (from Toronto)!
This week we have two different animation. One of Corsair walking and the other one of him standing guard.


5  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: March 20, 2015, 01:45:12 PM
Quick update with some in-game screenshots from our original tech demo:


Zoomed-out view on the sewer-like Underworld.


Flooding a room with water to limit traversal options.


Extending a bridge over a chasm -- these can be a variable length and collide with rain particles.


Blowing up some pipes/barrels and lighting an oil slick on fire.


Destroying a coal station from inside a cannon turret.
6  Feedback / DevLogs / Re: Screenshot Saturday on: March 14, 2015, 10:31:55 AM
Trudy’s Mechanicals @ Incubator Games

We are here again to share with you a screenshot from our tech demo.

In the screenshot below our playable character has just turned the valve in the sewer like underworld area. Turning the valve floods the room preventing opponents from pursuing the player


7  Feedback / DevLogs / Re: Screenshot Saturday on: March 07, 2015, 08:48:49 AM
Trudy's Mechanicals @ Incubator Games

We are working hard on our hard at our own steampunk turn-based tactic game: Trudy’s Mechanicals.

This Screenshot Saturday we have the Forge Arena and smouldering furnace. The furnace beast can spew out molten metal, filling up the bottom of the battlefield. Should anyone be pushed inside they will surely be devoured.


8  Developer / Offering Paid Work / Re: Looking For a Composer on: March 02, 2015, 01:48:17 PM
Thanks for all the applications! We received over 400 (!) of 'em in total and are currently making our way through them.
9  Developer / Offering Paid Work / Re: Looking For a Composer on: February 25, 2015, 03:45:08 PM
Bah, the link was misformatted. Fixed now!
10  Developer / Offering Paid Work / Looking For a Composer on: February 24, 2015, 10:59:51 AM


Hello everyone.

As Trudy's Mechanicals exits its pre-production phase, we'd like to open the doors for a talented composer to join our team!

We're interested in creating a distinct soundtrack that complements the game's dark tone, loosely Slavic setting, and Steampunk aesthetic. Accordingly, the composer shouldn't feel afraid to break away from the military marches, triumphant horns, and soaring string sections that are typical of the tactics genre.

We want someone who can tap into the cultural aspects of the setting using accordions, balalaikas, fiddles, and tambourines in rhythmic and chaotic musical forms. Steampunk itself also provides a wonderful backdrop that can be used for texture and rhythm, e.g., whistling pipes, chattering typewriters, pumping piston, winding clockwork, etc., and we'd love to use such samples to enhance the overall atmosphere.

Trudy will require a wide variety of musical themes for characters, areas, story elements, and battle themes, and we'd like someone to take an active and creative part in that production. If you're interested in the project, please visit our site to apply.

Thanks for your time!
11  Feedback / DevLogs / Re: Screenshot Saturday on: February 21, 2015, 08:43:06 AM
Preliminary in-game battle for Trudy's Mechanicals. The area itself centers on a giant furnace made to look like horrific, metal beast.

12  Feedback / DevLogs / Re: Screenshot Saturday on: February 14, 2015, 01:09:32 PM
Character select menu from our turn-based tactics game, Trudy's Mechanicals. We went for a fighting game like arrangement with full illustrations for each character.

13  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: January 07, 2015, 10:03:07 AM
Back from our break with more concept art!


The four-armed, pantsless version of the Bulter Bot, and the finished base one in a tuxedo.


The electrified ram structure at the front of the ship.


Ravagers, the deranged cousins of the Homunculi.


Bridge overpass concepts for the sewer-like bottom of the ship.


Various plants and coral that has sprouted in the above sewers.
14  Feedback / DevLogs / Re: Honey Rose: Underdog Fighter Extraordinaire on: December 16, 2014, 11:54:54 AM
Cool concept, and very good idea on the background cameos -- perfect for a fighting game stage!
15  Feedback / DevLogs / Re: Negspace on: December 16, 2014, 11:39:18 AM
Top-down world rotation! Cool, haven't seen that since Take No Prisoners and the map-views of older FPS games.
16  Feedback / DevLogs / Re: Love You to Bits [A crazy point & click space quest] on: December 16, 2014, 11:29:42 AM
Looks really cool; how much later do you think the PC version will be? I know you guys brought Tiny Thief onto Steam not that long after its iOS debut.
17  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: December 11, 2014, 12:33:13 PM
Our editor got some colour-coding!



Any selected area can be applied a single colour. This is not actually for in-game purposes, but rather an initial step for further level processing. Blue indicates standard walkable areas, dark blue impassable fences, yellow interactive elements, purple automated props, orange destructible objects, green doorways, and the rest are mostly for aesthetic cues, e.g., what sort of prop/texture should appear there in the final version.

Here are a couple snapshots from our maps:


The Forge Arena -- the purple bits represent floor grates and mounted pipes through which fire and/or steam can shoot out.


The Aerie's Lyceum. The bottom-left part will be a cable-car station.


The sprawling, ramshackle Warrens. Lots of verticality in these stages.
18  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: December 03, 2014, 10:56:18 AM
Another batch of concepts.


More feathered outfits (on account of the game taking place on an airship).


Scrap-bot sketch, and a more insidious sentinel automaton.


Rotating cannon-mace and a statue concept that serves as a lamp.


Crumbled level sketch with houses dotting the faces of the pillar.


Mechanized walls of the Clockwork Labyrinth.

19  Feedback / DevLogs / Re: The Curious Expedition on: November 30, 2014, 09:18:25 AM
Hope the RPS/PC Gamer coverage helps out with the early sales.
20  Feedback / DevLogs / Re: Children of Morta on: November 28, 2014, 03:10:09 PM
Not sure exactly how you're going about making a narrative-driven roguelike, but it certainly looks pretty.
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