Archive for Updates

I Believe I Can Boost!

Hey everyone!

Time to tell you about another piece of loot you can acquire to customize your cab. This week features yet another working titled upgrade, the Omni-Booster.

Are you tired of feeling slow and inadequate? Do you feel the need for speed? Does your vehicle have rear vision that you never really use? Then you need the Omni-Booster! Its patented multi-thruster design gives you more speed when you need it and lasts longer than the average boost module.

Omni-Booster Upgrade
The multi-thruster design may seem familiar, and that’s because they were designed in the same style as a previously highlighted, and similarly named, upgrade; the Omni-Pads. Both upgrades will be given new permanent names before being included in an update.

While the non-faction upgrades aren’t designed with the intention of creating themed sets, some upgrades and weapons do tend to have a similar aesthetic, especially when being designed at the same time.

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

Getting Down To Business

Hey everyone!

New Bedlam is a city of dark streets and neon lights. It’s also a city of smokestacks and factories. Each part of the city is a diverse and unique kind of crazy, and with that in mind we have a preview of the next district of the city, the Central Business District (or CBD).

Our level designer, Riley, has been hard at work on the CBD for a while now and we all think it’s looking great. The CBD has a much cleaner aesthetic than the earlier districts, which is thanks to the kind of citizens who occupy this part of the city.

Each city district is home to one or more faction headquarters as well as numerous landmark structures, like the Medusa Medical building here. The CBD even has features like canals up high between buildings. How? Science! Or magic. It’s probably one or the other.

This area isn’t complete yet, and much of the smaller detail hasn’t been added, but these screenshots convey the general appearance we’re aiming for in this part of New Bedlam. The basic layout of the district is close to being complete, but it will still take some time before it’s ready for proper testing.

That’s all for now. Sorry for the delay this week, and thanks for reading. -David

A Woman’s Touch

Hey everyone!

Last week we talked about the Carnies’ Union, one of the factions the player will encounter near the beginning of Collateral’s story. With Valentine’s Day being tomorrow, what better time to talk about their rival faction, the Strippers’ Society?

The leader of the Strippers is a woman known only as the Kommandant. Not much is known about her, except that she controls the Redlight District and all of its completely legal and above board activities from the Strippers’ Society HQ, Holy Moly.

The Carnies and Strippers have a lot of history, particularly between Bingo and the Kommandant. Tensions have been high in the Redlight District since the Carnies set up their new tent for the Carnival of Freaks.

After meeting these factions, the player will have a choice to make. Do they side with the Carnies’ Union and help Bingo fight against the Kommandant’s best assets, or side with the Strippers’ Society to take on Bingo’s psychotic carny troupe? The choice is up to you.

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

Spinning All Over The Place

Hey everyone!

We’re back with yet another new piece of gear you can slap on your trusty taxi. This week we’re featuring the Omni-Pads (working title)!

Omni-Pads Upgrade
The Omni-Pads are another example of asymmetrical hoverpads. With the Milano hoverpads I was able to experiment with having a model that would’ve looked strange if it were flipped around, but here I was able to have completely different models for the front and back wheel arches.

The micro thrusters on the rear pads are there to push the back end of the taxi around quickly in a turn, while the thrusters on the front pads help keep the vehicle stable when straightening back up. The end result is a quick, controlled spin to help you to better navigate those tight corners.

That’s all we have for this week. Thanks for reading. -Mark

Quickfire Round

Hey everyone!

I said that this week we were going to have a development related update, but I thought that instead it would be more useful to briefly address a few questions that get brought up time and time again. An FAQ, I suppose. These are questions that we get asked a lot and typically answer directly, but haven’t always made a very public response to. So, here we go…

Q. Has anyone ever told you that your game reminds them of the Fifth Element?

A. Yes. Almost everyone says that. Part of the visual inspiration for the game was taken from the aesthetics of the movie, however we drew more inspiration from films like Blade Runner. Collateral’s setting and mechanics are actually inspired by a game from 1994 called Quarantine.

Q. Can you move up and down?
(And on a related note)
Why can I only go a short distance up and down?

A. Yes, you can move up and down. The city of New Bedlam has an energy field we call “The Hovergrid” which powers its vehicles. Vehicles that leave the Hovergrid are forced to return to it in order to remain in flight, meaning that there is an upper and lower limit within which you can drive. Some vehicles are able to remain outside the field, such as The Fuzz (New Bedlam’s police force), but not every vehicle. During development its likely that NPC vehicles will erroneously be able to go above and below this field under certain conditions but that should be fixed as other AI improvements are made.

Q. Is there, or will there be, a campaign?

A. Yes, we are working on the campaign. We don’t want to say too much about it just yet, but it will involve doing missions for the various factions around the city. We’ve talked a bit about the factions before, however we’re working on the lore and history of the city and its inhabitants so we’ll save the updated faction discussion until that’s done. The main plot will still be to escape the city, as we’ve always said, but how you’ll go about that and why is a story we’ll leave for another time.

Q. Can I change the controls?

A. Yes, controls are rebindable. This is limited for the moment, meaning that not all buttons can be bound. This is in part because of how key bindings are being captured, so once we fix that it should be possible to fully rebind controls.

So with that done, how about a little visual reward in the form of a preview of one of our favourite upcoming weapons: Deadtooth Doug.

Deadtooth Doug WIP

Doug is a work in progress, but he will sit in his swivel chair strapped to the top of the taxi and spin around to fire at nearby hostile targets. Yes, you can have a guy sitting in an office chair spinning around on top of your taxi with his shotgun. Can you see why we’re looking forward to having this? We’ll talk more about Doug when he’s closer to completion.

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

And So Begins Our 2015

Hey everyone!

We’re back again for another year. We hope you had a good holiday break and had plenty of quality gaming time. We’re back in the office getting stuck into Collateral once again.

We had a brief meeting today to discuss what we’re all doing in the short term and even discussed the early game story that our writing team have been working on. I can’t share any of it with you just yet, but I will say that we’re enjoying what they’ve come up with so far. Can’t wait to start seeing it play out when we get it in-game.

There’s not much development stuff to report this week since we’ve just been getting back into the swing of things and picking up where we left off. By next week we’ll have had more time to do something noteworthy to fill you in on.

Till then, thanks for reading. -David

Shocking Developments

Hey everyone!

This week I’m here to feature another upcoming upgrade, the Tesla Engine. It’s a working title, but we’re planning to revisit and rename a lot of weapons and upgrades to give them more character.

Tesla Engine Upgrade
This engine is for all those that like clean, efficient, and experimentally-unstable energy alternatives. It’s 100% clean, heck it could even wipe clean 5 city blocks if it had enough power running through it. How? Why? Science!

We have some more classic inspired engines, but I felt like making something a little more experimental. You know, with parts that glow and stuff. People love things that glow. And sparks, it’ll probably have sparks.

It’s getting close to that time of year again, so we’ll be back next week with special holiday treat. -Mark

A Little Excessive

Hey everyone!

When creating new ideas for boosters, Mark had a few concepts in mind and made some rough sketches. Apparently though, none of them was quite over-the-top enough for him. So the first thing he made instead turned into what we are now affectionately calling The Overkill.

Overkill Booster Upgrade
This booster has power, and lots of it. In fact it has all of the power and it will give you that power almost all at once. It’s a massive cannon of pure, concentrated speed that will help launch you forward when you need it most.

There is the unfortunate downside of no longer having any rear vision, however it would be a reasonably safe assumption that anything behind you is either blind and swerving into buildings from staring into the light (note: not an actual thing that happens) or way back in the distance eating your vapour trails.

The Overkill is an example of the type of “sprint” boosters that are best suited to making quick dashes, as opposed to the “marathon” type that are more about maintaining a modest boost for longer.

We don’t want to leave the player with a single top-of-the-line upgrade to aim for, but instead cater to different play styles with diverse performance options when customizing each part of your taxi. Naturally this means we’ll need to do a lot of balancing, but that was always going to be the case as we add and test new parts and weapons.

That’s it for this week. Thanks for reading. -David

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

Getting Steamy

Hey everyone!

It’s finally happening. Collateral will be available on Steam Early Access next¬† Tuesday, the 25th, Australian time (late on the 24th US time). This release has been a long time in the making, what with our Greenlight campaign succeeding about 7 months ago. We’ve been working to make this update worth the wait, and it’s a big addition to the currently available version.

The new update (also to be made available for current Desura customers at roughly the same time) includes a huge number of changes. Principally among them is the addition of the second district of New Bedlam, the Industrial Zone. Also included are an assortment of new weapons and upgrades, changes to paintjobs allowing the player to customize the look of their taxi even further, 3 new mission types, and a wide range of tweaks and bug fixes.

That’s all the news we have for you this week, but it’s big news! Thanks for reading. -David

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