Articles

Changes from Alpha 1

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Some of the changes we’ve implemented since receiving your comments during the public alpha preview:

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Screenshot Saturday 20120114

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Lots of visual improvements this week. The major rendering change was that I finally an unlit rendering style I was happy with, whereas before the unlit shader looked flat an boring. Here’s a sample of how the first scene looked on the alpha 1 I released last week: And this is how it looks now: Not only I like the …

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Project K – Playable Alpha

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A playable alpha demo from Project K.

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Screenshot Saturday 20111224 – Night on Bald Mountain

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Another tileset we will be using for our levels. Which will have its own elements, challenges, and end boss: We’re of course also adding its own type of trees and vegetations to be corrupted: You can see our video previews here. Update: We’ve finally settled on the tone for the corrupted tiles on the mountain levels.

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Project K – Gameplay Preview 3

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Screenshot Saturday 20111217

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Two more images from our power ups: And since I forgot to add them last week to the site, here are the power ups in their “natural environment” (but still lacking particle effects):

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Project K – Corruption Preview

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A new video preview for the game, this time showcasing the spreading corruption: You may also want to head over to reddit for an on-going discussion and more sample images.

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Project K – Gameplay preview 1

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Finally, as promised, some gameplay video from our work-in-progress Project K: In the game, you help those little guys get cleanse the world of corruption by finding the pieces of the Alatuir stone and using it to cleanse the stages. They’re well-meaning but not very sharp, so you’ll need to lead them to avoid hazards, evil creatures and other dangers, …

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Screenshot Saturday 20111125 – Mind the Toad

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For today, a mini-boss: More details along with a video later.

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Screenshot Saturday 20111119 – All Our Base

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Our new, cleaner bases: What they used to look like: While we liked the previous versions by themselves, once we put them in the stage with all the other elements they tended to be too visually busy, and tended to draw the player’s attention away from the stage.

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