So it's down to the final 50 hours before the game is released! If you're interested to see how to game is gonna be like, check out the preview footage from Kouen & Lasharus! Enjoy!
So I was invited by Co-Optimus to do a little write up on their Indie-ana Co-op section, where they have developers, specific those that have made multiplayer games, to share some of our development experience.
Some of these problems we faced were actually pretty unexpected, and has been something I've been meaning to share myself. So yeah, if you're into some of the behind the scenes, you can go check them out in the link here.
We only have chance to touch on some of the more interesting problems we faced this time around, so hopefully, when we have more time after the release, we can go explore different directions and with even more depth. If you have anything in specific you like us to talk about, drop us a comment and let us know!
To tell the truth, I've never really wanted to make a beat'em up. As an indie developer, budget is always a concern, and luckily for the gamers, that's usually what pushes us to look for ideas that are innovative, lasting but cheap to develop.
Beat'em ups are very much the opposite of what indies are supposed to make. It's heavy on the arts with lots of big character animations, multiply by an even bigger set of moves. To make things worst, beating the crap out of everyone is the only thing you do, so there's very limited ways to spice things up, except for big, beautiful backgrounds and epic boss fights. So yes, once again, more arts and designs meant to be used only once.
So why am I making beat'em up?
Hello there, internet!
It's been a really long time, and probably no one see this coming. But while the world has been kickstarting and greenlighting, we went against the tide and worked in secret. Now after 2 years of quiet development, we are finally ready to show off our latest zombie beat'em up - Devil's Dare, coming 21st October 2014.
We don't have a lot of time, but from now till then, we'll be here, discussing about the game, our features and sharing our thoughts and analysis of designing and developing a beat'em up for 2014. But if you really can't wait, check out our instruction manual for a little sneak preview of what to expect.