Hello, everyone. We’re deep into scriptwriting with Debris and I’d like to share a cool tool we’ve been using to help us with game dialogue. Plug in your headphones for this one. We noticed while testing early sequences of Debris that it was extremely hard to get a sense of pacing. How can you tell if game dialogue is working … Read More
Getting social with your indie game
I know what you’re thinking: another blog about marketing your indie game. Yes, another one, but hopefully this one will be more informative than a list of the top 10 things you need to do to become a millionaire. It’s no secret now that you need to have a social presence if you want to get noticed by the public. … Read More
AI, Detectors & Emitters: Why you see me, why you don’t!
Good day, subscribers! Another week in the books. We’re diving deeper and deeper into Debris’ mechanics, specifically AI (artificial intelligence). A lot of the logic in Debris is triggered dynamically based on the perceptions of the creatures in the world. It’s important to track not only what each creature can detect, but what the player can detect as well. Our … Read More
Emissive Bioluminescence: Making a glow in the dark game
The world of bioluminescence is an odd and strange place, and we like strange things. In developing the game Debris, we’ve designed creatures to react to the player’s actions with bioluminescence. So if you see something glowing, you may be in terrible danger. Using Unity, we can build emissive bioluminescence similar to the amazing effects found in the real world. … Read More
Animation Development: Moving Creatures and Reticulating Splines
Good morning! This week we’d like to show some new work on the animation side. Ariane has been cranking out wonderful animations for multiple creatures. Also, a massive amount of progress has been made on the creature behaviour and spline animation systems. This is what happens when you mess with the shark. Your skeleton rig becomes the “Head Out of Ass … Read More
Adding Particle Razzmatazz in Debris using Unity 5.4
Hey everyone, Steve here. We have particle VFX working in the game, sweet! Right now we’re using Unity 5.4.2 and are planning to update to Unity 5.5 soon. In the meantime, let’s take a look at what we’ve done. For me, it’s important to have unique, interesting-looking FX that supports the visual style of our world. To do this, I … Read More
Take a Look – Debris’ Underwater Swiss Army Knife Weapon
Debris’ weapon-shaped frozen payload recovery tool is coming along! Scott and Ariane have been working in the machine shop creating this beauty. With multiple melt modes and plasmic flares, this little number is essential if you plan to survive in the deep dark unknown. Who knows, maybe its mining mechanisms can be re-purposed for more nefarious uses… Graham is implementing … Read More
Opportunity Knocks – Funding Your Game the Canadian Way
Jason Della Rocca of Execution Labs wrote a great article that shows how talented and passionate developers have helped create an amazingly influential and diverse games industry in Canada. He also touches upon how it’s possible to “be an entrepreneur with commercial intent, and do meaningful and innovative work.” We wholeheartedly agree and would like to take this further and show … Read More
ZBrush chum bucket: some new fish images
Hello everyone! Quick update to show a cool ZBrush model by Scott! It is the extremely rare Salvelinus untexturedicus, found only in the coldest, caviest waters of the Arctic. This little guy is based the real-life Arctic char, a neat fish that walks the line between a salmon and a trout. I don’t know about you, but I’m getting hungry! … Read More
About debris
We’re right in the middle of production and have lots of things to show off in the coming months (including more concept art like the one above!). We’re targeting late 2017 for release, so expect some more communication in the near future. As for a quick background of the game, back in 2015 we had an opportunity that would dramatically … Read More
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