Jay and I have been building the Unity version of Soul Machine for a while now and it’s certainly on its way to feeling and looking as we’d hoped. Ten levels are basically built and currently being painted ready for GameCity in Nottingham on October 25th to 26th. The new tile art looks great and another artist is working on some wonderful looking background art right now, the demo should be pretty much ready (ish) in about a month.
We also have some other new stuff and a change of name for our game! It’s been called Soul Machine for quite some time but we felt like it was perhaps too generic and reflected past versions. This was our version, our Unity version and we wanted a punchy new name to reflect the gameplay better. A few months ago we started thrashing out a few new naming concepts, remember the name of your game is exceptionally important.
If the name is too generic it’ll be forgotten, to over the top unusual and again people won’t grasp the meaning thus forgetting it. Now I’m not saying we’re the most wonderful game name deciding types there have ever been, certainly not, but the importance of a good game name cannot be understated. We came up with all kinds of utter nonsense and finally settled on something new, that’s when Jay’s graphic designer friend went to work.
He sent sketches and multiple iterations based on our suggestions, then I did a bit of reworking in Photoshop and he produced the final versions which we’re both very pleased with. We essentially wanted the logo to be bold, simple in design with a touch of uniqueness and character. Well I think the new logo looks pretty ace and the Gear logo in particular conveys the game rather nicely, without further ado, Soul Machine is no more, can you survive the Gear Gauntlet?
We so very needed to do that, it’s been months and we’ve had to refer to the game as Soul Machine (tbd) everywhere, which was a damn pain! Gear Gauntlet then is Jay and I’s first PC/ Console game and we hope you lovely gamer types like it along with the new logo. A new demo will be upon you soon (ish), with ten shiny new painted levels, new gameplay features, leaderboards and all kinds of cool stuff. As ever keep an eye on our site, Facebook, Twitter & YouTube for the latest news, screenshots and videos.
DDI received an honourable mention in the official Xbox magazine as a studio interested in becoming involved with Microsoft’s ID@XBOX program.
We’ve been damn busy lately balancing work with game dev, not always easy but Jay and I have got a good amount done. First thing I should mention is Soul Machine (tbd) has a new name but we won’t be revealing it until the new logo is ready. Jay has been porting the Mono build to Unity and obviously had to get the cog speed and camera feeling right, then the score system. I knocked out a few bits of placeholder art and a few weekends ago we both went at it to get the base of a ten level demo ready.
We took old levels and redesigned them as well as building a few new as Jay also got each of the differing tiles up and running. So currently we have boost, warp and saw tiles in along with breakable gates. You control a trapped soul in the form of a cog, left stick moves and holding down the same colour button as the breakable gate you’re approaching will get you through it, albeit by losing some charge.
The other tiles working are rotation (which is crazy cool) and reverse, although that level isn’t finished, with timer, lock and slow mo to come. That’ll be it for tiles, plenty of variety and combinations we can use to add depth to the gameplay. Other things going on have been an artist we’ve paid to create foreground are, which, as I’ve said can be seen in the painted first level. She has just finished working on the new player cog and will begin to replace my tile placeholder art soon.
A new game logo is also being worked on while I’ve put together a quick placeholder controls screen. The other major thing Jay has done is leaderboards; they’re not quite there yet but the first level is live and the stats screen has your level time, score, badges, grade and top 5 world score. It’s much too busy and needs balancing but it’s in, we also intend to extend it to a top ten. The point is too basically allow for speed runs, players can go for time or score using the various routes in levels.
We’re a way off yet but the next thing for me while Jay continues to build the game is level painting. We need to get the ten demo levels painted before Game City which we’ll be attending, hard, damn, work but hopefully it’ll all be worth it. It’s certainly getting there but this isn’t the smallest of games and we both work full time so it’ll take as long as it takes. Level painting takes some serious time, probably more than building and testing a level. Remember to follow us on Twitter and Drop Dead Interactive on Facebook for updates.
Allo there! Welcome to Drop Dead Interactive’s new look website, we’ve basically scrapped everything from the old site and started again. Hopefully the content will be much clearer and easy to access for everyone. We have a Blog section so you can keep up to date with the latest Drop Dead game development news. The Games section features in development and completed projects, About Us and Contact Us I would hope are fairly obvious. Finally we have Media and Press sections to keep you updated with the latest Drop Dead screenshots, videos and news. It’s still a work in progress but we hope you like it!