Archive for Trailers

More Accessible

Hey everyone!

So as you are all hopefully aware, this week we launched on Steam Early Access. It was an exciting and somewhat eventful launch. Almost immediately after hitting the release button our store page refused to load on my computer, and then no Steam page would load. I then realized, after confirming with some other Steam users, that the Steam servers were offline for what turned out to be close to half an hour. What a great way to follow up on a launch, wouldn’t you agree?

Anyway, with that little hiccup aside, things have been going well since launch. We’ve been getting some valuable feedback from a number of sources, and we’re listening to all of you so if you have feedback then we’d love to hear it.

To those of you indulging in the current Steam sale, may Gabe have mercy on your wallets. And remember, Christmas is just around the corner. Perhaps there’s someone you know who’d like the gift of Collateral. ;)

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

Collateral’s Greenlight and Kickstarter Mega Update!

Hey everyone! Big news this week. We’ve mentioned before that we’re planning to do a Kickstarter. Well, we can tell you now that we’ll officially be going live on Wednesday the 10th of July. Remember that date, people! Not only are we doing a Kickstarter though, we’re also on Steam’s Greenlight. Right now! Go check us out.

And now that we’re on Greenlight, we’re also launching our new trailer.

In development news, last week we showed off some of the hover pad models, so this week we’ve got the final rendered models.

Hoverpads - Turbine+

Designing these upgrades came with their own set of challenges compared to the other upgrades that I’ve developed for the cab. As with previous upgrades I have to make sure that the meshes don’t collide or get in the way of one another, e.g. making sure a part of the kill bar doesn’t block any of the guns.

Hoverpads - VTOL+

However the hover pads, unlike previous upgrades, have to be symmetrical because we couldn’t invert the scale in UDK to easily flip them around to the other side of the cab, so they’re rotated instead. But the design also has to fit both wheel arches as well, as with the A/8 Marathon car model that the car is based off, the front wheel arches are a lot larger than the rear arches.

But it’s these creative challenges that prove the merit of the designer to make something realistic that can fit within those limitations. That’s all from us this week at Dancing Dinosaur Games. Please do be sure to vote us up on Greenlight and keep an eye out for our Kickstarter Campaign. (Don’t worry, we’ll make a big deal of it so you won’t forget) – Mark

  • Facebook
  • IndieDB
  • Twitter
  • Tumblr
  • YouTube