Faces of the Future!

Hey everybody!

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.

Passenger Renders 03
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.

Passenger Renders 02
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.

Passenger Renders 01
That’s all for now and thanks for reading! –Mark

Cloudy With A Chance Of Pain

Hey everyone!

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!

Acid
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

Game Development Isn’t Easy

Hey everyone!

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

Heading Home For The Holidays

Hey everyone!

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.

bruce-christmas-2016-hi-res
So until then happy holidays, thanks for reading, and we’ll see you in the new year! –David

Taking A Look Around

Hey everyone!

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

The Highest Seas

Hey everyone!

The average Cthulhu Corp member is a lowly devotee, having little need of their worldly possessions that were gladly given for the opportunity to work for and worship the Great Old One. As such, the High Priests and executives can afford to travel with power and luxury in the Yhagni.

cc-yhagni-01
The Yhagni is styled upon the classic symbol of wealth and worth: an elegant yacht. While a traditional yacht would sail on water, this vessel’s eldritch augmentation and otherworldly infusion (along with sufficiently advanced technology) allow it to sail across the sky with ease.

cc-yhagni-02
Not only is it stylish, it’s also equipped to handle the dangers of traversing New Bedlam. The hull is made from Cthulhu-knows-what material, and the bow is dotted with cavities concealing missiles for those unfortunate enough to underestimate the Yhagni’s strength.

That’s all for now. Thanks for reading! –David

Heavy Hitters

Hey everyone!

This week Mark has been hard at work developing the heavy vehicle for Cthulhu Corp, the Yhagni, and I thought I’d take the chance to talk about what makes heavy vehicles so special.

cc-yhagni-wip-01
Each faction has their own heavy vehicle that will pose a different kind of threat to the player. Naturally that threat will primarily be dealing more damage to you and resisting some of your more potent weapons, but they each have their own flavour of threat as well. For example, the factionless heavy vehicle, the Juggernaut, has an assortment of machine guns that cause chaos around it while the tank cannon on top tracks its targets to deal massive damage if they’re not evasive enough.

cc-yhagni-wip-03
The Yhagni has its own tricks that include a number of openings on the bow concealing missile launchers to harass even a constantly moving target. And like all heavy vehicles, it is slow and tanky and sure to be a pain in the butt. In short, heavy vehicles shouldn’t be taken lightly.

That’s all for now. Thanks for reading! –David

 

Altered Abomination

Hey everyone!

The Pharol is looking much fancier now with a coat of paint, a remodeled rear end, and some CC corporate branding. It’s seen some remodeling and revision since the concept and first pass model, so let’s take a look at how it is now.

cc-pharol-1
Aesthetically speaking, the spiraled rear “wheels” didn’t really work with the overall appearance of the vehicle so they were scrapped in favour of the glowing organic conduits of otherworldly power. It seemed to look a little neater than the original concept, and generally works better for the design of a hovering vehicle.

cc-pharol-2
The design doesn’t include a windshield or any obvious windows because as masters of the eldritch arts the drivers have no need to see through conventional means. Design-wise that allows the top surface of the Pharol to have the faction branding right in the front and have subtle details spread across the rest of the roof. It also helps give the impression that the vehicle could almost be a living creature.

That’s all for now. Thanks for reading! –Mark

Executive Influence

Hey everyone!

There are many powerful and enigmatic organizations in New Bedlam. Some focus on scientific prowess, some on advanced technology, but Cthulhu Corp aren’t like the others.

pharol-02
Cthulhu Corp is a business founded on mystical arts and ancient religious rites. They use these practices as the basis for conducting their various business endeavours throughout New Bedlam, as well as providing mystical services to rival those of technology and science.

pharol-01
The eldritch power of their high level executives can even warp the very reality around them. In fact, those very same reality warping powers are what lead to the hybrid vehicles utilized by Cthulhu Corp. The mere presence of these individuals helped to merge sophisticated hover-vehicle technology with the forms of strange and otherworldly entities.

These images are just a work-in-progress look at their standard vehicle, the Pharol, but you can see how the organic tendril-like features play into the vehicle’s form.

That’s all for now. Thanks for reading! –David

Update Update

Hey everyone!

As it approaches, we’re ironing out exactly what will be in the upcoming content update. There are a few things that we’re still not sure about, but what we can say it will include are:

• 16 new faction-specific vehicles,
• 8 new taxi upgrades,
• 4 new weapons, and
• A whole new city district to explore!

A few other things still might sneak in. Maybe another weapon, or a new upgrade, but nothing we’re going to let get in the way if everything else is ready to go. We still can’t give a date for when these things are going to be ready, but when they are the update will be out as soon as feasibly possible thereafter.

It may bear mentioning at this time for anyone who hasn’t been keeping up with us that we are only a small team and some of us can’t dedicate our full time to Collateral. This is why our development pace may seem a little slow. That said, we are committed to seeing this through and look forward to all of you seeing our final vision of the game realised.

That’s all for now. Thank you for reading! –David

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