Recently I’ve been spending a lot of time on Collateral trying to fix some issues with weird vehicle behaviour. I’ve fixed a few things, however among the remaining issues the Big Larry El Grande will still occasionally refuse to mount their giant burrito weapons. Not quite sure what’s causing that one yet (Who wouldn’t want to carry around a giant burrito?) but I’m looking into it. On the plus side I did manage to fix the JRC Roast Fillet from spawning so that, for some bizarre reason, it looked like it was made of chrome. So there’s progress.
For something more visually interesting, here’s another look at the passenger faces that Mark has been working on. As you can see, there’s plenty of oddity and diversity in the residents of New Bedlam.
That’s all for now, thanks for reading! –David
Mark back again for an art flavoured update! We’ve had a number of comments from time to time about the interface in the shops. We’ve taken what people had to say and used it to rework the layout.
This mock-up demonstrates the general design that we’re going for. The main change has been to make the overall layout more symmetrical and trim it down. On the left is where the shop’s inventory will be sorted into its various categories, on the right is your personal inventory that lists the upgrades you own and have equipped, and the middle window shows the stats and description for the the currently selected item.
This design also makes better use of space for displaying the taxi and the shop environment, which also shows off Riley‘s work on the shop interiors.
We hope you all like the direction we’re taking with this, and thank you for catching up with us. –Mark
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.
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
We’ve had a little time off and we’re easing back into things again, and naturally taking some time away from things has its ups and downs. It’s often handy to step away from a problem and come back to it with fresh eyes to help you see a solution you couldn’t see before. I’ve done this many times with problems I’ve had in programming, and after coming back from our break I quickly figured out why a number of new vehicles weren’t spawning with the correct materials. As it turns out it was a simple typo. Whoops.
However, time away can also make you lose track of a train of thought you’d had while working on something. Frustratingly that seems to have happened, despite my notes, with regard to vehicle navigation and now I’ve noticed a handful of AI vehicles have taken to slowly wandering off into infinity. It’s rather annoying, especially since these vehicle issues are some of the last things that need fixing before we can test a stable update.
I’m sure I’ll figure out what I was doing quickly enough, and perhaps even the weekend will be enough to give me a fresh perspective next week. But for now, thanks for reading! –David
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
Mark here, back with some more content on the art front. We’ve been making strides to get the next update done, but I’m here to show off what’s coming further down the line.
A while ago we showed off a couple of concepts for our modular passengers, and today I bring you some newer examples of modularity. These renders were made by combining parts from 3 complete sets (3 different pairs of eyes, noses, mouths, etc), but eventually there will be a wide variety to mix and match.
One big critique we drew from our initial concepts was that whilst all their parts could be swapped and matched, the parts themselves were too plain for the dystopian cyber-punk future of Collateral. So I got to work on more punk hair styles, cyborg parts, facial piercings, masks, eyes, and glasses that feel more like they belong in a city like New Bedlam.
That’s all for now and thanks for reading! –Mark
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