We had a great time at Ubisoft Toronto last night. Their first Indie Series event presented by the National Bank was a smashing success. We didn’t win this year, but we’ll tighten our belts and try again. It was great to be around such talented indie game developers and see their upcoming projects. One game in particular struck a chord … 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
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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