Dev Update: Marketing! Writing! Not enough 3D modeling!
Here what's going on in our dark dungeons lately. It's almost time to show our games to the public, and we started building our wicked marketing machine!
Here what's going on in our dark dungeons lately. It's almost time to show our games to the public, and we started building our wicked marketing machine!
We finally have a playable Alpha Version! While Syder is not yet to be released in any form, we already have some important features in our latest build: - In-depth attribute system, parametric ship navigation, weapons and damage
From last friday until sunday we have been guests at the Indievault booth during the first edition of Games Week in Milan, the biggest consumer fair about videogames we have here in Italy. It's been two(+1) days since Games.
Looks like everyone submitted their game to IGF! Congratulations world of indies! We did not. After crunching hard to complete an early alpha in time, there was simply too much left to do before we could submit Syder anywhere.
Syder development continues. Hard. During these last 2 weeks we implemented many gameplay features, weapons, special abilities, AIs and started balancing the basics of combat.
It's been more than a month since our last post, so even if it's not friday, it's time for a dev-update! During these last weeks we have been busy building the basic blocks of our gameplay.
We started this week with a barebone multiplayer build of SYDER.
Having chat and basic team management in place, we were really happy to actually start building some gameplay!
Hello folks! First of all, the Who’s'Who.
Here Axon talking, formerly the CEO of Studio Evil, and a passionate game developer.
Tomorrow is exactly 2 months since Studio Evil started it’s journey, and it’s time to have a look at what we’ve done.
This week was about getting all the small pieces we built to work together. We struggled with some annoying Unity bugs and some more with network prediction and interpolation.
Here we are for another development update on SYDER, our sci-fi themed multiplayer shmup.
This week has been pretty intense both on the coding and creative side, with the "netcode" almost comlete and the basics of the game world properly documented.
This week we built the basics of the game GUI. We also completed a first bunch of icons we will be using to identify powerups and upgrades.
In the picture above shields modifiers are defined by circular shapes, hull and energy/shield kits in squares, and weapons modifiers inside rumbles.
After the first couple of weeks of parties, setup and prototyping, we are ready to offically announce Syder, our first project! Syder is a multiplayer top-down shooter for Windows, Mac and the iPad.
Next week we will be announcing our first offical project, meanwhile you can have a look at how hard we’ve been working lately. Also, click here to get the recipe.
Just us setting up our brand new workstations.
Just a quick reminder while we set up our offices. We are having party to celebrate our newborn company. Join us this friday!!
Hey people! How are you doing? Because we are doing better than ever! We announced it dozens of times and after years of devilish perseveration this time is for real. EVIL is getting incorporated!
So, this is Monster Trouble! (In the picture above you can se me losing at the circus level in hard mode). A full 3D ipad game (and soon iphone/ipod/mac/pc) about towers and defending stuff.
We are alive, and well. Updates soon.