Saturday, May 22, 2010

Update

Things have slowed down a bit here but they are still moving. We've got all the story elements integrated into the game now and have the boss battle up and running. Dynamic music fading is in and all the Open Feint Achievements are there, 20 of them. The basic gameplay is all done and enemy balance just needs to be tweaked. Hopefully a few things will get sorted out around here and then we'll open the game back up to testers for the final push.

Monday, May 3, 2010

Intro Movie


Hey Everyone,

Here are some shots from the animated into for Revolt that has been recently completed.

Friday, March 19, 2010

Revolt is OpenFeint Integrated


Revolt Previews

The preview build has been released to select sites and write-ups have been posted!

Touch Arcade


Wednesday, March 17, 2010

Looking for Testers

Revolt needs a few good men or women to venture forth on forward reconnaissance missions to probe and test enemy defenses and gauge their strengths and weaknesses.

We are looking for people who are able to dedicate a good deal of time and have previous experience testing with good communication and writing skills.

If you are interested, please install the free app "About Device" and send the results to graphicalgeek@yahoo.com along with an email stating your testing experience. Also, please rank your general skill at dual stick shooters on a 1-10.

Thanks!

Thursday, February 25, 2010

Update 2-25





We're hard at work on getting a preview build ready to show, but in the meanwhile, here are some new screenshots.

Saturday, February 20, 2010

Feature List

Features

8 Story Levels and 20 Survival Arenas - Spend hours battling across a multitude of varying locations in your quest to stop the machines. Survival Mode features random enemy and random map selection so you'll never play the same game twice!

15 Weapons - 5 different weapon types all with unique properties and abilities. Use your Rifle to run and gun, throw Grenades over barriers, lay down suppressing fire with your Heavy MG, or send rockets and missiles directly into the enemy with your Launcher weapons.

8 Unique Enemy Types - Each enemy has their own set of strengths, weaknesses, and behaviors with different weapon types working better against different enemies.

Purchase-able Upgrades - Use the scrap and technology from destroyed enemies to create and upgrade your weapons and armor.

Advanced Gameplay - Fast paced, strategic gameplay! Use obstacles to take cover behind or out maneuver your enemy, manage your ammo and grenade supply across your weapon types, coordinate your weapon reloads so you aren't left high and dry, and use dive rolling to dodge fire and blasts.

Destructible Environments - Deny your enemies a place to hide, or use the environments explosive properties to your advatage, almost every object in the game can be destroyed with enough firepower. Leave the battlefield a smoking crater field in your wake!

3 Difficulty Modes - A game for every level of ability.

Kickass 3d Graphics - Sharp 3d environments and beautifully animated characters are punctuated with intense visual special effects.

Killer Music and Sound Effects - Professional sound track creates an eerie atmospheric mood setting with hard hitting sound effects that drive home the on screen action!

High Score Leaderboard - Try to get the best score on the block!

Friday, February 19, 2010

Trailer

Tuesday, February 2, 2010

New HUD



Its funny, I play the game every day and I hadn't noticed how obtrusive the UI was until you guys pointed it out. Thanks for bringing that to my attention. :)

Screenshots 2-2





Friday, January 29, 2010

Screenshots 1-29





Friday, January 8, 2010

Nearly Free Shadows





Click the image for animation. Might not display correctly in Chrome.

Click the image for animation. Might not display correctly in Chrome.

I've been wanting levels shadows ever since I started adding blob shadows to all the objects, but didn't think of this solution until just now. This method uses vertex colors and vertex alpha so there's no texture used. I simply take the floor and cut out all the squares that are not touching any walls, and then reduce vertices. After that I select all the edge vertices and then just give them a 0% opacity and make them all gray in vertex color. In the editor I just apply a Mulitply material that all my other shadows use so they will all batch together requiring no extra draw calls.

This method probably wouldn't work so well if you weren't using grid built geometry but a lot of games do.


Thursday, December 31, 2009

Light FX




Here are some examples of light effects as seen in some earlier screenshots. They are all done with an additive shader using vertex color and vertex alpha so there is no texture used at all. The upper ones show the vertex colors and the black and white ones show the vertex alpha.


Monday, December 14, 2009

Shot1



A shot of the interface.

Tuesday, December 8, 2009

Arena20


This screenshot is taken from the editor.

Friday, December 4, 2009

Ka-Boom!


Been working on some updated FX, among other things.

Monday, November 30, 2009

Texture and Lighting


Friday, November 20, 2009

Long Overdue Update


This video is a little old already. The level has been partially re-textured and many of the FX have since been updated. This is running on an iPod 2g, so pretty pleased with performance.

Friday, September 11, 2009

Glow Goodness



Wrote a shader to be able to combine the vertex alpha shadows and self illumination.

Thursday, September 10, 2009

Neato



I just tested out and discovered the self illuminated vertexlit shader doesn't require any extra draw calls.