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1095642 Posts in 45369 Topics- by 37166 Members - Latest Member: Martins1

February 28, 2015, 04:33:56 PM
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1  Developer / Offering Paid Work / Re: Looking For a Composer on: February 25, 2015, 03:45:08 PM
Bah, the link was misformatted. Fixed now!
2  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!
3  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.

4  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.

5  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.
6  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!
7  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.
8  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.
9  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.
10  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.

11  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.
12  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.
13  Feedback / DevLogs / Re: Owlboy Development on: November 28, 2014, 02:53:01 PM
Cool, glad to hear you guys are still tinkering away on it.
14  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: November 19, 2014, 05:13:36 PM
Gorgeous concept art.

I noticed from your company's website you have unity experience.  Why did you choose to create your own 3D engine?  Are you building it on top of SDL, or was that only for the tech demo?

Networked multiplayer is a huge amount of work - are you guys using any middleware?  Although being a strategy/tactics game, you will probably avoid some of the headaches around latency.  Is it turn based?

Thanks for the detailed updates, it was a fun read.

Glad you're enjoying the devlog so far!

Yup, we're still building on top of SDL for porting purposes. One of the reasons we went with a custom engine was just the fun of developing the tech itself, but there were practical considerations as well.  Being able to scale and implement whatever middleware we want is a big plus, as are potential costs. Unity might be great, but outfitting the whole team and keeping it up to date can get quite pricey in the long run.

We've also actually worked on both real-time and turn-based multiplayer games in the past, so we have some tech we can use here. For Trudy, it's more an issue of keeping things deterministic enough to prevent cheating. Granted multiplayer is much more of a wish list item at this point, but we're trying not to shoot ourselves in the foot.
15  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: November 17, 2014, 09:30:34 PM
Thanks, soon enough I'll be able to model those for in-game using our editor!
16  Feedback / DevLogs / Re: Slain! The 7 towers. Pixel side scrolling Gothic adventure. on: November 17, 2014, 11:15:15 AM
Looks very good, if a bit busy, but the contrast is clear between the background and the foreground. Those scraggly trees from the earlier concepts are awesome too; remind me so much of the mood in Sleepy Hollow.
17  Feedback / DevLogs / Re: I Want To Be Human - (PC game) on: November 17, 2014, 09:42:25 AM
It might be the YouTube video FPS, but one note I'd make about the boss is that he seems to go invisible when hit for a little too long. Perhaps that 1/60th of a second blinking typical to older console games would work a bit better?

Also, the Cerebral Bore was awesome in Turok 2: https://www.youtube.com/watch?v=OEKLa373SIw
18  Feedback / DevLogs / Re: Project Rain World on: November 17, 2014, 09:06:05 AM
The new water effects are impressive; fit right in and help make the world feel alive, just like the bat-snacks!

Also, the lizard tongue-fighting seems like a promising gameplay element. Are you experimenting with anything along the lines of luring/poisoning the enemies?
19  Feedback / DevLogs / Re: VHS Story [strategy/tycoon/streetfighter manager] on: November 17, 2014, 08:41:31 AM
Couldn't help but think of:

Love the art; hopefully doing all those movie references won't be too big a task for the artist!
20  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: November 16, 2014, 10:21:44 PM
Even more concepts!

The feathered gentry of Trudy.

Forgotten machines.

Marketplace concepts.

Map layout for the Aerie's Lyceum.

A few UI concepts.

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