April 1, 2016 at 22:39 #790DNKChieftain
Surprise! Still alive we are. And this time, we got some major news.
WARNING! A wall of text incoming, so for those who want to catch up quickly, here’s TL;DR
- We have redesigned BYTE game mechanics from scratch. A playable alpha demo available here in the web.
- New teammates! Nik, Sergey, Sasha – guys you rock!
- …and thanks to them, we are happy to announce our new project – SpaceCat! SpaceCat is a VR endless runner for iOS and Android about cats, cosmos, and high-speed velocities.
- ..and yes, pre-alpha demo of SpaceCat is also available. Note: demo for Android phones with gyro only, you will also need a cardboard-like device.
News on BYTE
As I’ve mentioned above, we did a lot of re-do work. The most significant – the puzzle system and the way player interacts with it. Now, the main principle behind the puzzle system are drivers that are connected to other objects (like firewalls and antiviruses). It’s kinda buttons-triggers in other games – when you are overlapping driver with your worm, it toggles connected object’s state. Each object has a different states, obviously, like “open-closed” for firewalls and “patrolling-idling” for antiviruses. Another important thing is that the driver switches state of connected object only while you are overlapping it. Leave it, and object will return to its default state. And yes, the default object’s state itself can vary – for instance, you may find yourself on the level with initially open firewall and if you touch its driver, the firewall will close.
A game is worth a thousand words, so we’ve prepared a little alpha demo for you. It’s demonstrating not only new game mechanics, but the graphics and music/sounds (still subject to change, though), as well as the story, which takes part in full version of the game’s plot.
Our “to-do” feature list has also been changed. We are planning to add asynchronous multiplayer and economics to the game (say “goodbye” to release anytime soon).
Right now, the vision is this: players will able to make and upgrade their own levels (or “servers” in game’s term), store and sell data, and most importantly – steal data from one another. The multiplayer part is always-on and completely integrated in singleplayer experience, so you will see on your global map story missions as well as other player’s servers.
I’m happy to say that our cause has attracted more people! Here are the new faces:
Nikita “teuz” Zhimkov – multipurpose game designer, with a solid math knowledge and fair artist’s skills.
Sergey “BazIdle” Ionkin – code wizard and the architect of SpaceCat game.
Alexander Kovalevsky – seasoned artist/modeler with good experience in VR battlefield.
What can I say – it’s always a pleasure to work with talented people! Thanks for joining Dividebyzer0!
Everyone likes cats. And speed. So we were thinking – why not to combine the two in VR? That’s how SpaceCat concept has born! (yes, it is as crazy as it sounds, doesn’t matter)
In SpaceCat, you are flying on high-speed velocities in Cosmos, hanging on the cat, and trying to collect neat stuff (like fish, mice, sausages etc.) and avoid the bad (cucumbers, vacuum cleaners, brooms and so on). Each has a unique flying styles and abilities.
The pre-alpha demo is all about basic gameplay – steer with your head movements and try to collect sausages and not to collect cucumbers. Objects, background, animations, effects, sounds&music – everything is WIP so expect it in following builds.
Phew… I guess, that’s all for today. Will try to write more often (more than once in a half-year, at least).
Thanks for reading!