Friday, 30 September 2011

Canyon Project: Update 2 - Start Screen

First iteration of the new start screen.
I spent about an hour earlier working on the first iteration of the new start screen/main menu screen. It is a very rough work up but I do think it has potential to be pretty awesome looking and attract users into wanting to play it a bit more.

In case you were wondering the logo (signboard) "sways in the wind" via a pretty simply animation that I threw together "quickly" in Blender along with the signboard. You have to excuse the art since I am not really a 3D artist nor an animator and here I'm trying to do both the things I am not good at.

I hope you guys enjoy the little eye candy.

Regards,
Garth (Lead)

Saturday, 24 September 2011

Canyon Project: Update 1 - Back on Track

I guess this goes to show that not everything stays dead. A while ago I told you how we had shelved Canyon Project in search of bigger and greater horizons. Well today I am back to tell you that we picked up Canyon Project again to try push on to the end this time.

Just this evening I finished up the basics of a nice RTS style unit recruit system in place of the previous, all available units are already on the battlefield, way. This clears up the map from units, which will make it easier for players to be able to tell which unit they own (I'll give you a hint: all that you can see).


The new looking interface layout
What I did keep in was the choice of whether to buy a unit or not, since accidents happen. I might look into an option of whether you want it on or off.

Starting to look like quite a hybrid
The new layout is very much RTS inspired with the menu option in the right-top corner, your money in the left, along with your radar/map (still in planning) and recruitment panel at the bottom.
Can no longer recruit marines
The new recruitment system will show all possible recruits and how many are allowed per level. This will take sometime to balance but those are future worries.

I hope you feel as excited as us about these latest updates, as it means the project is moving along and we should have a demo out, in a couple weeks to a month, of the first level.

Regards,
Garth de Wet (Lead)

Wednesday, 7 September 2011

Brigade Development Pictures 1

The concept art and current in game view of the world map.

Concept Art: World Map 1

In Game: World Map Iteration 1

In Game: World Map Iteration 2

In Game: World Map Iteration 3
Regards,
Garth (Lead)

Work Started: Brigade: The First March

Recently we started basic development and concept work on our next game, planned to be our flagship game. I thought it was time that we should announce it here and perhaps give a basic overview of what we have in mind.

Brigade: The First March is planned to be an open world MMO (or at least MO). It is a cross breed of various genres such as RPG, FPS and Third Person Shooter. With a focus on squad based combat and team work in order to succeed.


We have currently started working on the world, we have a basic layout and are starting to focus on more individual sections of the map to give life to it. We also started working on basic layouts for capital cities.

There will be two sides/teams/countries fighting over a single landmass, each side will have a capital city where players are spawned on login (if they haven't made camp elsewhere) and a military camp. There is also going to be various smaller rebel villages located within each side's territory that are hostile to them.

We have set up a Facebook page for Corrupted Smile Studio, where we will be posting updates about development alongside this blog.

Regards,
Garth (Lead)