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State of the Game #4

Posted by Cyberdogs7 on February 22, 2012

Another week gone by more cool stuff to talk about. So last week we had focused on getting our AI in game and working with our modular approach to, well, basically everything. This week was a polish pass on what we had implemented last week. 

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Screen Shot Saturday

Posted by Cyberdogs7 on February 18, 2012

Today we show of a small bit of gameplay! I want to stress, everthing you see is still considered 'temp'. The AI is a good first pass, still a lot to expand on there and I want to see if there is a good way of making them a bit more accurate, as you will see, most shots still go over my head. 

First Gameplay

Gameplay test against some tanks and turrets.

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State of the Game #3

Posted by Cyberdogs7 on February 15, 2012

Another week, another update!

So, what have we been up to this week? LOTS! We have moved away from the editor and are now working on gameplay mechanics. This means lots of testing and adding in gameplay features, like enemies. Also, a new test level!

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First Video Test

Posted by Cyberdogs7 on February 11, 2012

So we finally got the weapon groups implemented and everything is working pretty nicely with the MAV editor. We will fix up some of the bugs and then move on to implementing some actual gameplay features. To celebrate, we have put together this quick video showing our progress so far.

 

First Test

Quick Build and play test.

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State of the Game #2

Posted by Cyberdogs7 on February 9, 2012

It's that time again. Most of the last week has been spent on code tasks, working on fixing bugs and adding a few features to the MAV editor. We have been focusing on the last 'required' feature for the editor before we can release any demo builds. 

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State of the Game #1

Posted by Cyberdogs7 on February 1, 2012

This is a start to a weekly series that I will call, State of the Game. This will get the big updates on what we are currently working on, no matter the state that it is in. While we will still post on the stuff as we get it done, we want a nice format that will be a way to give out more information on everything, from concepts, to implementation.  

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First Model Tests

Posted by Cyberdogs7 on January 27, 2012

So after much debate we have a some what final grasp on the general art direction we want to go with. The first reaction was to go with the traditional hyper-real, washed out, dirty look that seems to be so popular these days. While that very well could have worked out, we didn't feel it was the best fit for us for quite a few reasons. M.A.V. is a game about customizing and we felt having such a limited art direction was inherently limiting the design and customization options we would be able to offer the players. We wanted something that was still visibly appealing, yet still open ended enough to allow player expression.

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M.A.V. Announced

Posted by Cyberdogs7 on January 19, 2012

We have announced our current project, M.A.V.!

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First Post

Posted by Cyberdogs7 on January 17, 2012

Since this is our first post, I will use it as a bit of an introduction. We are passionate game makers that have grown a little tired of the smoothed over and overly marketed mainstream games. we miss the games that might have been a bit rougher, a bit deeper, even harder to beat, but they had soul. We want to make games that cater to the players, not games that cater to the masses. We feel that by staying small and listening to the players we can have a successful studio making games we are proud of.
We currently have 1 project in development, so stay tuned for more information on it.

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