Archive for Screen shots

Death From Above

Hey everyone!

What do you do with a weapon so big and powerful that it just won’t fit on top of your awesome sky taxi? You launch it into space, of course.

OIC beam
The Orbital Ion Cannon fires its intense beam of destruction down through the sky at a point that you target and will fire a continuous beam for several seconds, giving you a little time to redirect it and watch it slowly draw a deadly path as it moves.

The initial R&D has proven a little hard to control, but that’s what research is for. Some more testing of the targeting system is definitely required before it’s ready for full deployment.

That’s all for now. Thanks for reading! –David

Juggernaut For Scale

Hey everyone!

It’s taken a while to get here, and they’re still being a little difficult, but the faction vehicles we’ve been working on are just about ready to start patrolling the streets of New Bedlam.

With a Juggernaut and a Fuzz patrol car used for scale, here you can see the full assortment of vehicles lined up with the standard vehicles in front and the heavies behind them.


Currently they’re still sitting in their virtual garages, but they’re getting fueled up, armed, and ready to hit the streets soon. And let me say that arming all of those heavy vehicles each with their own unique array of weapons was an arduous task on its own.

That’s all for now. As always, thanks for reading! –David

Cloudy With A Chance Of Pain

Hey everyone!

When you go around causing trouble, or when trouble finds you, you can often find yourself overwhelmed and in need of a Plan B. In New Bedlam, when more of Plan A (typically bullets and explosives) just isn’t cutting it you may need to run away. However, running away doesn’t have to mean you stop attacking when you’ve got acid mines!

These fun little toys hidden within a corrosive cloud can aid in your escape, or annoy the driver behind you who’s getting just a little too close, by dispersing repeated bursts of highly corrosive acid mist. Anything caught in the clouds will immediately start having a very bad day.

On a more serious note, we’d like to thank all those who sent kind words our way after our last post. It really helps knowing that we have supporters who care and appreciate what we do. Your messages were greatly appreciated by the team. Thank you very much!

That’s all for now. Thanks for reading! –David

City Building

Hey everyone!

The Commercial Zone is where the power players of New Bedlam do their business. The district is home to the headquarters of Cthulhu Corp, Octopi, and NOR among many other wealthy and influential corporations that do business all across the city.

Commercial District Updated Renders 01It’s also getting very close to being finished, and Riley is moving on to begin work on the next and final area of the city, the Destroyed Zone. I’m sure you can guess why it’s called that, though the answer may surprise you.

Commercial District Updated Renders 04We’re working on polishing up the district and adding in proper spawning for all the faction vehicles we’ve been showing off, as well as fixing up a bunch of weapons and upgrades. Once all of those are done we’ll be putting out an update with all of that new content, though we aren’t sure exactly when that will be. Stay tuned.Commercial District Updated Renders 03That’s all for now. Thanks for reading! –David

Learning To Drive In New Bedlam

Hey everyone!

This week I’m going to talk about the programming stuff I’ve been working on. As I said a little while ago, my main focus lately has been rewriting the NPC vehicle code. It’s been a long journey, and I’m far from done, but I’ll give you an update on what I’ve been trying thus far.

So I started by just throwing a bunch of Actors with a vehicle mesh into a level with a network of paths to see if I could get them to follow said paths. That worked, but obviously wasn’t the most impressive thing since the meshes didn’t turn or anything, they just shifted around.

After that I tried some tests of physics-based movement to try to harness rigid body movement and physical interactions. There weren’t any hilarious incidents, and sadly I didn’t capture any footage of it anyway. In the end I decided to abandon the physics-based movement because of the additional physics tick overhead that was causing me problems.

So for now I’ve gone with much more basic movement mechanics. It took a little tweaking to stop over-turning and swerving, but eventually the vehicles settled into a much nicer pattern. Now I have some basic driving mechanics for a few hundred vehicles populating the scene.

The downside to all of this? Well unfortunately with the lack of physics-based movement I’m having trouble with collisions and physical reactions. The vehicles don’t currently collide with the player or each other, so now I’m focusing on collision issues to try to fix that.

That’s all for now. Hopefully that helps explain the programming stuff I’ve been up to. –David

Business Matters

Hey everyone!

Some time ago we posted an early preview of the next area of New Bedlam, the Central Business District or CBD. Since then it has been improved upon and plenty of little details have been added.

CBD update
The above images are a before, showing the state of the district the last time we talked about it, and after, showing how the district look now. Obviously this is just one little corner of the area though, so let’s also look at some more recent additions. In another corner of the district we have the Treecore building and Pyramid Trust. They are a couple of new examples of the vast business presence in the city, and particularly in this district.

The last major thing that needs to be done for the district is the addition of the road network for traffic. However, this won’t be happening just yet because I’m still rewriting the entire traffic system. The vehicles were less than intelligent before and the code was a mess. I’m hoping to fix both of those issues in this rewrite while also improving performance. It might take some time to get it right though, but I’m doing my best.

That’s all for this week. Thanks for reading! –David

New Beginnings

Hey everyone!

This week I thought I’d fill you in on what we’ve been doing with the menu.

Load Menu Preview
We mentioned a little while ago that we wanted to add multiple save slots to Collateral for a few reasons. Not the least of which being to put an extra step in the way of accidentally starting a new game and losing all of your progress (and I’m speaking from experience here).

At the moment the top field shows your current paintjob, however it will be changed to show, most likely, your elapsed game time. The middle field is your current cash, and the final field is the name of the last faction (or campaign) mission you took.

That’s all for this week. Thanks for reading! –David

Completing The Cursi

Hey everyone!

This week we can show you the completed Car Cartel Cursi. As you can see, it has only had some very slight changes over its development from the original concept.

Cursi Update 01
The Cursi fits quite well into the CBD environment where it will most commonly be found. The sleek and rounded design is an uncommon feature that will give it a fairly recognizable silhouette amongst the traffic of New Bedlam. There will be other colour variants when you see them flying around the city, so this is merely the basic white display model.

While the Cursi is just a casual NPC vehicle that can be found typically minding its own business, there are also vehicles from each of the various factions that will populate the city. More on those another time.

For now, thanks for reading! –David

LEST But Not Least

Hey everyone!

We’ve mentioned all of the factions before, but we haven’t really talked much about LEST. Our good buddy Doug is still all that we can really show you of them because we haven’t yet begun work on the city district in which LEST primarily operates. However, let’s talk a bit about the League of Extraordinary Super Transients.

Doug Liquor
The League are a group partially composed of the financially-ill-equipped and the real estate-incapable. However there are many in their upper ranks who, until certain unspecified recent events, had been at the opposite end of the spectrum. With their homes gone and their fortunes lost, LEST turns their attention to those they suspect of being at fault: their old rival, NOR.

What were these mysterious events? What’s the history between LEST and NOR? Perhaps we’ll share more in time. For now, thanks for reading! –David

Not So Subtle

Hey everyone!

Last week we talked about the inter-district tunnels that lead to the CBD. They’ve been changed a little and fancied up a bit more this week. As mentioned last week, each tunnel leads to a particular landmark and they are each thematically decorated to fit.

Cthulhu Corp StatuesCC_tunnel
Those landmarks are faction headquarters, specifically those of Cthulhu Corp, Octopi, and NOR (not pictured). Each tunnel is lined with statues representing the appropriate faction and the colours in the tunnel are also suitably themed.

Octopi StatuesOctopi_tunnel
We want the city to feel like the factions really own and control the world around you, as should be obvious from all of the billboards and corporate advertising everywhere. Details like these are yet more symbols of the corporate dystopia that dominates New Bedlam.

That’s all for this week. Thanks for reading. –David

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