Evil gets purged pretty bad this time of the year, but us...Well... Ve've got a special permission to operate today I know, several weeks passed since our last post, and this may look bad.
I’m approaching a final design for our s165, while Xevian is looking into how to *eventually* add multiplayer features to our game. We’d really love to have co-op and competitive multiplayer capabilities.
Little talk for this dev-night, just the game running! (there are more videos on our youtube account).
These explosions are straight from the awesome detonator for UNITY, we are going to have our own custom fireworks for the final.
I's finally time to re-design our old staship! The 3D model we are using to test game mechanics is still the one from G!
It's almost 3 AM here in Spaghettiland, but it's time to post an update! Real life slowed down the development schedule a little bit lately, but now we're back on track.
Nothing new, we keep working, textures and models are made, SFX and code written. Another dev-night is over, and we go to sleep.
This dev-night was about shader testing and finishing some old stuff that was left behind. Now we have improved asteroids and magnetic mines... and lots of new space-trash particles.
Another Dev-Night is over, and this time I’m literally falling asleep while i write this post…
Well... This week has been a bit slow. Several daytime events saboteged our development scheule … And as a result, we don't have anything really new to show. However, we managed to fix a couple of things.
Another dev night is ending, and we are quite sleepy. While Xevian looked at UNITY 3 new features (especially the new material system) I continued to clean up of some art that was in need of fixing.
UNITY 3 is finally available! We can't wait to begin playing orund with the new version … this of course will not be possible until their autheintication server is back from the dead.
Sunday is dev night here at the Evil Fortress! Today we struggled with some normal-map related artifacts we were getting when loading our models into Unity.
Honestly, what else do you need? Just some particle tests as we proceed with the development of our basic prototype. The idea is to have some nice particle trails attaced to moving "objects".
Ok, I simply can't stand having useless stuff on this blog anymore. Here, I was preparing a nicer post, but there we go. Drone starship! Animated. We are working on a very simple game to better understand Unity.
You know, one day you are full of coders working on your awesome engine, you almost had contracts with publishers , then in the brink of an eye... they are gone.
Just in case you missed it, our friends at Tiny Colossus recently announced their upcoming game UFHO: space academy.
Well, it's just one engine actually, but I suck at titles anyway... Things are happening really fast here at the Evil Stronghold.
We thought we destroyed them millennia ago … when the universe was still young … but they are back! Studio Goodness is born! (<_<)!
Time to post something!
Last week-end was pretty awesome, both at Ludicomix and at the Simulmondo reunion we had a chance to meet a lot of fellow game developers, both indies and "pro"!, and share some thoughts and experiences.
The next week-end will be a busy one for Studio Evil!
Saturday and sunday we will be in Empoli (near Firenze) together with the other folks from indievault.it to show of some finely crafted italian indie games to the crowd attending Ludicomix 2010.
One thing you should do when you have a website is READ what you actually wrote, especially if your content is months or years old. I did, and I should have done it way earlier.
A lot is happening around Studio Evil lately, good things. This year will be really important four us, and we feel the "right moment" is approaching really fast.
Hello people! Our work on the new project is advancing, but still we don't have anything worth showing.
For G, it was like an intuition, a flash of images and shifting concepts coming from somewhere in my mind. But G it’s just a little game; intuition and the right amount of luck were enough to build a game experience that somewhat worked.
I can’t belive you are still following us!
I mean … This is amazing considering thie huge amount of nothing and bullshit we released during the last two years!