Holiday greetings, one and all, it’s that time of year again and we’re happily still operating for another year. With that said, this will be our last post for 2013 as we’ll be taking a break over Christmas, and be back in January to get back to work for another year.
So with that little update out of the way, we’d like to extend a thank you to everybody that has taken the time to visit the site every week and spreading the news to all who care. It’s thanks to you all we manage to reach our Kickstarter goal, and COLLATERAL is well on it’s way to get onto Steam. Without your help we’d… probably still be doing this, but not feeling very confident about it.
Again, thank you and have a happy new year. -Mark
We have some really big news this week. Collateral is now in open alpha! If you didn’t back us on Kickstarter you can now purchase your copy of Collateral (and all subsequent updates) via the Humble widget on the Collateral home page of our site. It will also be on sale from Desura in the next couple of days.
Collateral is also doing fairly well on Greenlight, but if you haven’t voted for us yet we still need more help to get through to the top 100. Who knows, maybe your help could get us through the next batch of Greenlit games. You can find Collateral’s Greenlight page here:
We’ll be going on holidays from next Friday, so this is probably the second last update you’ll see from us until next year. In the meantime, thanks for reading. -David
It took us a couple of days but all of our desks are built! We have an office-y looking office now! Observe as the desks seem to construct themselves like magic…
Beautiful, isn’t it? Ok, so it’s not much to look at but we’re proud of our accomplishment. Now, we won’t actually be moving in there till the start of next year in order to reduce the downtime when it comes to moving all of our computers across. As such we’ll be working from our current little summer sauna until we break for the holidays, then when we come back it’ll be straight to the new place and the joys of air conditioning. And space. And natural light. We’re kind of excited about all of this, if you couldn’t tell.
So, enough about that. In Collateral related news, we have yet another new weapon model to show you. This week it’s JRC’s turn to show off their Laser-Guided Chickens.
The launch device preps the chickens by loading them up with a little jet pack and helmet and then propels them from the tubes. The device also projects a laser to help guide the chickens toward their target. Why would the chickens be ok with this? Well, it was this or get roasted and eaten, so why not go out in style? And besides, JRC breed their chickens to be fearless in the face of death.
That about wraps things up for this week. Thanks for reading. – David
Greetings one and all for your weekly update on Collateral and Dancing Dinosaur Games. Seeing as how almost everybody (else) has been very busy with things like preparing the new office space, I will be showing off another faction weapon we have had in the production pipeline.
This week I proudly introduce the tasty, succulent and tender death machine, Big Larry’s Rocket Propelled Burrito Launcher!
Or the RPB for short.
With the RPB you can upsize the order of pain with this straight shooter’s ultra hot spicy splash damage, all thanks to Big Larry’s special sauce. In simpler terms that means that whilst this particular rocket lacks a guidance system like the other homing rockets in game, this weapon makes up for it with a wide area of effect… made up of Burrito ingredients.
With the RPB I wanted to create a futuristic weapon that look like it was endorsed by McDonald’s or KFC brandishing their colours like war paint. This was a theme I wanted to be consistent for all the weapons and upgrades for our two big fast food rivals.
That’s all for this week. Hopefully that hasn’t made you all too hungry. Thanks for reading. – Mark
(PS. Burrito means ‘little donkey’ in Spanish. The more you know!)
Seems like only yesterday we moved from our previous office space into…well to be completely honest, another room that would be within spitting distance if it weren’t for a couple of walls and us not wanting to spit on our own office. In any case, I mention this because once again Dancing Dinosaur Games will be moving office, though this time it’s a much bigger move. Ok, ok, it’s the other end of the block but it’s a whole new building this time. And it has way more space for us than our current office, so much so that we’ll have roughly three times the desk space each.
There’s still plenty left to do before we can move into the new office, like getting desks, some partitions, power for our equipment, our computers, etc. We’ll be getting all of that done soon and hopefully we’ll be all finished and moved in by early December.
Collateral-wise, progress is still chugging along. This week we’ve been doing some updates to UI assets, weapon tweaks, AI tweaks, bug fixes, and plenty more. Mostly minor things but they’re all important, as the little things always are.
That’s all for now. Thanks for reading. -David
Well this past week hasn’t been all that eventful at first glance, but here in the office we’ve been doing a lot of paperwork and signing a few documents for stuff that we aren’t quite ready to announce (but we are ready to hint about things and point suggestively in their general direction). Some of you are already in the know, but for everyone else you’ll hear about things very soon.
What development HAS been happening? Well, personally I’ve been continuing with AI coding. Their physics systems are making progress. I’m hoping to have a nicer fall-out-of-the-sky-then-explode thing happening rather than just exploding the second they run out of health, so it’s nice seeing momentum and gravity working properly on them in tests now. Still a way to go before it’s all ready though.
Mark has been continuing his work on the faction weapon models and has now added the Stripper’s Society Seismic Autocannon.
As you can see it’s a gun so stylish it has its own hood ornament. What kind of projectile it fires isn’t entirely clear, but they penetrate their target and cause oscillating damage over time until they run out of batteries or something. Sometimes it’s best not to ask too many questions.
That’s about it for now. As I said we have some big announcements that will be coming in the very near future, so make sure you keep an eye out for them. Thanks for reading. -David
This week the whole team attended GCAP, or Game Connect Asia Pacific, here in Melbourne. As always it was a great event where we had a chance to learn, socialize, and make some great connections with both the local and broader game dev community. We even got to attend the Australian Game Developer Awards. It was a great reminder that we’re working in such a talented local industry. Hopefully in years to come we’ll be winning those awards too.
A big thanks to all the organizers and sponsors of the event, including Epic Games and their VP Jay Wilbur who attended the conference. We got a chance to talk with Jay and his wife, which was awesome. We may have changed their view of Australia when we mentioned that we eat kangaroos here, which always seems to surprise people from other countries. It shouldn’t be that surprising though. Kangaroos are delicious.
You know who else sponsored GCAP this year? Us! We love seeing events like this being held in Australia so it felt great to give back to the community this year.
In other news, we’ve been doing some tests for various potential tweaks and changes recently. Some of these have resulted in… interesting bugs. Like when we made some changes that affected the physics simulation…
So yeah, that needs some work. Just thought you guys might want a look at something a little more behind-the-scenes than usual once in a while. As is literally evident from this video, things don’t always run smoothly in Collateral. I’m sure there are other metaphors or puns I could create from this video, probably something to do with wheels or turning, but I won’t.
That’s all for this week. Not a lot of dev work to report on, but GCAP took up most of the week. We’ll be back to our normal routine next week. And keep an eye out in the next few weeks as we hope to have a few big announcements.
Till then, thanks for reading! -David
So, next week we’ll be going to GCAP, which is Games Connect Asia Pacific, a local game developers conference. We’re really looking forward to learning from the great presentations and workshops, and chatting with our fellow developers.
In development news, I’ve been working on enhancing the AI. Well, “enhancing” them. Really, it’s a near-total overhaul because I feel they kinda suck in a lot of ways. At least, there’s plenty of room for improvement. I’m hoping that these changes will result in smoother and more natural movement, better behaviour in combat and other situations, improved reactions to damage and other effects, and hopefully a performance increase to boot. It’s slow goings to begin with while I sort through a number of technical difficulties, but once those are sorted it should be a lot easier to make most of the other changes. – David
It’s been two weeks we’ve shown off a faction weapon so we figured that this would be a good chance to show off NOR’s ‘working title’ weapon. NOR, if you’ve been keeping track, are our Big Brother of New Bedlam, so in that sense NOR are not into subliminal messaging. They prefer more of a ‘put that on a billboard’ style of marketing. Since they’re all secretive and tight lipped about what actually goes on and who’s at the top making all the demands for NOR, I based the weapons design on the Men in Black. In that sense all the NOR weapons have a shiny chrome finish, with bits and pieces straight out of a 50′s sci-fi movie.
As to what it does even we don’t know, you’ll just have to BUY Collateral when it comes out… BUY COLLATERAL! – Mark
We’ve mentioned a lot about faction weaponry lately, but in Collateral there’s more to a faction than just guns. Don’t get me wrong, they’re all excited by their crazy contributions to the local destruction and chaos, but they also need a place to do business (or whatever it is they do). We’ve previously shown off a concept of Cthulu Corp’s headquarters (designed by Mark) so now here’s a side-by-side shot with the almost complete model (created by Pan).
All that’s left to do is add some in-game effects like the vortex and it’ll be ready to loom ominously over the skyline of New Bedlam.
In other news, Dancing Dinosaur Games will be at iFest tomorrow at the State Library of Victoria, so if you’re in Melbourne you’ve got another chance to come and check out Collateral, as well as a bunch of other indie and student games.
Hopefully we’ll see some of you there! Thanks for reading. -David
So, setting up a forum in the spare time we have is going to take a little longer than we’d like, so in the meantime we’ve created a simple bug reporter that people can use to let us know about any bugs they find in the alpha or other related problems. You can access it by clicking the Report a Bug link on our home page’s navigation bar.
While I was at it I went through and removed the link to the old, derelict forum and I’ve also gone through and updated a bunch of things that were messy or out of date. No massive changes, but things are a little tidier and more accurate now.
In other news, as we mentioned on Facebook we’ve been working on control customization because a lot of people who have tried our game at various events have asked if one thing or another could be changed.
Speaking of events, last weekend we were asked (kind of at the last minute, which is why it wasn’t mentioned last week) if we’d like to showcase at Freeplay, an independent games festival in Melbourne. To those of you who were there, thanks for keeping us company. It was a little lonelier and quieter in the state library than at most conventions and festivals. And still on festivals, next weekend (Saturday the 12th) we’ll be at iFest, another independent games festival in Melbourne, also coincidentally at the state library. If you’re not busy, why not come say hi and have a go at Collateral.
So, that’s about it for this week. Thanks for reading! -David