This post is going to be short because we’ve had a somewhat perfect storm-like scenario lately of people being sick and/or being otherwise occupied by important obligations. It’s unfortunate (more so for the sick people) but it’s our reality of late. As such, sadly we don’t have anything new to share today.
Hopefully this doesn’t persist for long and we’ll try harder to have something for you next time, but that’s all for now. As always, thanks for reading! –David
It’s that time of year again where chocolate eggs are everywhere and people are taking time off to see family and take care of themselves, which may include consuming copious amounts of the aforementioned chocolate eggs, and that’s exactly what we are doing right now. By which I mean we’re taking time off for family and looking after ourselves. I don’t know about the others, but personally I will also be consuming a lot of chocolate eggs. Some of us have needed time off in the past couple of weeks and the coming week or so for family and ourselves, and we hope you’re all taking care of yourselves too. We’ll be back with another regular update in the next post.
Till then, thanks for reading! –David
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
We’ve been back at work for a little while since our break ended but our first dev blog for the year is going to be a bit of a downer. A couple of weeks ago we discovered that Collateral had been abruptly removed from the Steam store. All users who had already purchased or redeemed a copy are unaffected by this but Collateral is no longer available for purchase. This was not our choice and we aren’t able to talk about the specifics of the matter, but we’ve talked about the issue with Valve and believe we’ve found a resolution that we are actively working toward. In theory, we should be able to remedy the situation very soon and get things back on track.
We want to make it very clear that we are still working on Collateral. We have not abandoned or cancelled it as some people have asked about. We are currently in the final stages of preparing a content update that we have discussed in past blog posts, so we hope you’re looking forward to seeing the new content we’ve developed in action.
In the meantime, we appreciate any kind thoughts you send our way. Game development isn’t easy, but we’re doing the best we can. As always, thanks for reading! –David
It’s that time of year again to relax and spend time with family and friends. As such we’re breaking for the year and we’ll be back again early next year.
We’ve been working on finishing that update with the new vehicles and city district but unfortunately after being slowed down by some little technical hitches we weren’t able to get it ready before the end of the year. Look for it to come early next year soon after we come back.
So until then happy holidays, thanks for reading, and we’ll see you in the new year! –David
Most of these posts focus a lot on a single person’s work at a time. This time we’re taking a quick run around to summarise what everyone’s been working on lately.
Personally, I’ve been fixing the way heavy vehicles work because of all the new heavies, as well as continuing to add in the new faction vehicles with their unique weapon setups.
Mark has been touching up the new vehicle assets, adding some fine details to the textures and models. He’s also been working on designing some of the upcoming passenger cam assets. Meanwhile, Riley has been working on a couple of new weapons as well as touching up the city districts and fixing up the physics and collision in some trouble spots.
Rob has been working on some UI tweaks and updating the city map, and he’s been making and updating particle effects. And Josh has been handling a lot of business matters, including some discussions that could make for some very exciting news in the near future.
We can’t go into any more details about that just yet, so that’s all for now. Thanks for reading! –David
Just a short post today. Last week I forgot to mention that we will be moving to a fortnightly post schedule as we focus on completing the next content update. There will be a regular post next week and every 2 weeks from then on. This isn’t because we’re doing any less work, merely that a lot of focus will be on things we’ve already talked about and getting things polished and working so we won’t have as much new and interesting content to discuss.
Thanks for reading. –David
Season’s greetings to you all. The holidays are here and we’re all looking forward to spending time with family and friends.
We’ve had a fairly busy year. We’ve talked a lot about the city’s environment and its inhabitants. We’ve shown off the now almost complete new district and several faction vehicles. We’ve struggled a little with personnel issues that have slowed our progress more than we’d like, but we’ve soldiered on to get things done.
For now though we’re taking a break for the holidays, so no updates for the next few weeks.
That’s all for this year. We’ll be back again in 2016! Till then, happy holidays from all of us at Dancing Dinosaur Games!
We were only planning to take a week off, but moving out of our old office and getting ourselves set up to work again took a little more time and effort than we expected. We’re all good now though and we’re getting back into the swing of things.
So, getting back to game-related news, let’s take a look at the progress that’s being made on an iconic structure in New Bedlam. It’s the weird and twisted (literally) headquarters of Cthulhu Corp.
These pictures show our original concept art for the faction’s headquarters and the first version of the full model. The design stayed true to the original concept because we really liked the idea that the mere presence of Cthulhu Corp’s executives and higher-ups would warp the environment around them.
Here you can see the updated, though still not quite finished, headquarters in its place in the upcoming CBD district of the city. The tower is surrounded by a number of other buildings that create a plaza-like area around the base of the tower. There are a few more little details that we think will help cement this building as a pretty awesome landmark, but since they’re not quite finished yet they’ll have to wait for another time.
For now, thanks for reading! –David
Just a short update this week to let you know that we’re moving out of our current office. We’ve been here for a while now but our lease is coming to an end soon so we’re moving out.
Since we’re going to be taking some time to get ourselves relocated there won’t be an update next week. Instead we’ll be spending a decent amount of time breaking down desks and transporting computer equipment.
That’s all for now. We’ll be back soon. –David