Pros and Cons

Hey everyone!

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

Egg Break

Hey everyone!

It’s that time of year again where chocolate eggs are everywhere and people are taking time off to see family and take care of themselves, which may include consuming copious amounts of the aforementioned chocolate eggs, and that’s exactly what we are doing right now. By which I mean we’re taking time off for family and looking after ourselves. I don’t know about the others, but personally I will also be consuming a lot of chocolate eggs. Some of us have needed time off in the past couple of weeks and the coming week or so for family and ourselves, and we hope you’re all taking care of yourselves too. We’ll be back with another regular update in the next post.

Easter Bruce 2017
Till then, thanks for reading! –David

Juggernaut For Scale

Hey everyone!

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.

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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.

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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.

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That’s all for now. As always, thanks for reading! –David

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.

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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.

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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.

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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!

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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.

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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.

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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.

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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.

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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.

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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

 

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