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Development Start (2/13/13)

Officially we’re starting development on Blood Horde: 1961™. The teaser screenshots on the page should be hopefully replaced by actual (pre-alpha) gameplay soon. Most of the scenes are planned as outdoor levels, but we’ll throw some underground or subway scenes in there. There will also be a level (or two) inside of a house. Originally the entire game was planned around a graveyard scene, but the graveyard idea didn’t fit much into a post-WW2 setting, and we are going to instead use the media created for that to make a ghost-hunting game.

At this time it is still a secret of what the game will be about… obviously the title gives a little hint away, and if you look closely there are going to be Nazi/Soviet zombies, but not much else is going to be told at this point. Containment™ had a lot of weapons for use, and while it was fun, we felt it kind of distracted from gameplay as you were constantly switching between them. For Blood Horde: 1961™ the weapons will be limited to a VZ 61 and one other secret weapon. Both have been carefully researched to make sure they match with the era/date.

Remember, anyone who has purchased Containment™ will get a special coupon for use with Blood Horde: 1961™. The coupon will only be sent to you if you purchase Containment™ BEFORE the release of Blood Horde: 1961™, so order now!

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Containment™ Launch and Blood Horde™ Changes

We are happy that the launch of Containment™ finally marks the end of a great game-making experiences. I personally learned a lot from making this game, and will implement a lot of that knowledge into Blood Horde™

If you haven’t already, grab the demo of Containment™ from the game page at the top of this site. The demo is simply the first level of the game. To play all 8 levels, you can order it and have an instant download of the product.

Now on to Blood Horde™: The basics of the story were fairly simple right off the bat and didn’t seem to offer anything different than a normal “slash and chop” zombie game. So, being the lead developer, I took a step back and decided to make this a unique game (the Nazi zombies will still be included, don’t worry). If the game was a movie, it would probably be labeled as a ‘historical thriller’. I’m going all out to check and double check production dates of weapons with the storyline and characters.

The story of Blood Horde™ is going to be a twist on historical events and show a darker side of what should have been a peaceful date range. Aside from the new name “Blood Horde: 1961″, I will not be releasing any further details. Check back frequently though as some new screenshots should pop up on the page soon enough.

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Containment Developments

As head developer with Containment™, I feel I owe you all an explaination for what’s been going on. Originally I started the project back in April 2012 and went full steam ahead. The project slowed and came to a halt after business growth pushed my hobby of game design out of the way.

Then in September, I picked it back up and finished the layouts, levels, story, etc. But, it had been a while since I worked on it, and the game contained (no pun intended) several bugs, including audio issues, that needed to be resolved. After a good couple of months working on it, I was ready to launch November 23rd (today).

However, the final test of the game (playing every level in sequence), unraveled a lot of bugs; certain artificial intelligence scripts failed, along with the music stopping along certain parts. To me the framerate also seemed laggy, which I rooted out to be the ragdoll death script.

What does this all mean? It means that I am going to personally go back through the levels, swap out the death script for every character with a smoother one, and make sure the bugs are squashed. I’m shooting for Cyber Monday, but that date is not definite.

-Vallen

P.S. There are plans already underway for a multiplayer version with online leaderboards!

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Containment Post-Production

We are very proud to have the voice talents of Diana Lestat with us as we finalize the game. She is featured as a police dispatcher throughout the course of gameplay. We are hoping to work with her again for our up and coming zombie game!

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Why are our games designed for PCs?

This question has been asked a few times and deserves an honest answer. The reason we are currently focusing on PC video games, and more specifically Windows-compatible PC games, is the available client base. If we created games that only ran on the PlayStation, it would be unfair to millions of gamers who have PCs, but might not be buying the newest PlayStation model. The average American household has at least one computer present.

Our games are designed to run on computers that have standard specs, instead of only gaming PCs like many video game studios do. We release the games for Windows at the time because this allows for the greatest flexibility in game designs; the games we create use DirectX 9.0 or higher. While it may be possible to run our games on Mac or Linux systems using a program like CrossOver, we are not supporting this method at the time.

In the future we hope to support all platforms, all consoles, and deploy our games through every device imaginable. But for the time being, we want to reach the highest number of people, and ensure that you receive a quality gaming experience with the current team of developers/artists we have.

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Containment: Level 4 Completed!

Level 4 of the game has just been completed, this marks the halfway point in our planned development. We’re going to be adding music, in-game tips, and loading/menu screens now. So far we’ve thoroughly tested these first 4 levels, created a HUD, and increased the difficultly for each level to create a fun, but challenging game.

We’ll be posting a new gameplay trailer soon!

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Dirty Dealing 3D

We are still in process but finishing up a custom project for a movie scene. The movie is called Dirty Dealing 3D and stars Michael Madsen and C. Thomas Howell. More information about the production company can be found at RobinHoodFilms.com

If you need a custom game, level, or simply some in-game artwork designed, we are more than happy to create whatever you need in a short amount of time. Please contact us for a quote.

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April Updates

This month marks the start of official development for Containment™. We have started with the first level and have a plan laid out for the game storyline. Currently you can view some of the demo content in the video on the homepage and the slider on other pages of this site.