After much struggling, fixing, tweaking and testing, we’ve finally reached the 0.3 beta version. An entire month from start to finish was dedicated to finishing 0.2, a build version which stood as a milestone — it was the version which transformed the old, conceptual first version into the retail-ready Exonauts we’ve been showing you lately.
In case you missed part one of our power ups roundup, do check it out. We know you’ve been (in)patiently waiting for this next post, because power-ups are really what spice up our everyday lives. Or they would if they existed in real life, but here’s the thing— nobody cares about real life! Just lose
Ahh power ups… Wouldn’t life be so much sweeter if we had them? They help us reach further, be stronger, gain wealth or transform into unthinkable things- just at the push of a button. For Exonauts, we had to come up with ways to make the player rich faster (it is the goal of the
How overlooked and under-appreciated the realm of icons is. Sitting one next to the other, silently crying out to you, so that you choose them. Tap them. None of them particularly stand out from the others. How do you get someone to tap the icon you want them to tap? I really wouldn’t know. But the
What happens when you tell your designer that “particles are not an issue”? He goes into a frenzy, adding particle into every possible object until the test device begs for mercy and the screen is fogged by grey semi-transparent blobs. But then you fine tune each one of them, finely adjusting them… you realise there
“It ain’t pretty, but it works.” How about we make it prettier? We have recently reached a stage of development in which we could start testing a new set of SHD graphics for Exonauts. The old look was functional and obviously lighter on the memory, but our programmer aced the optimization right away and the
What a bunch of stressing days these have been. After we came up with the logo and the endgame animation (which we will probably showcase soon), we decided we wanted to keep the animation intact. Since the sequence was done outside of our engine (cocos2dx) we looked for a way to import it with minimal
Working on the logo for the new and upcoming Exonauts game means not just coming up with pretty graphics and pleasant shapes, but giving those shapes, colors and aesthetics relevance when comparing them to the experience they’re representing. The first design for the logo ended up being a strong step in the right direction, but after some
After the release of Glass Lighthouse, we’ve been hard at work on a new fast paced Arcade game. Named Exo, the game will feature different obstacles, powerups and locations.
It’s been a couple of bumpy weeks, with a lot of stuff going on in my personal (as well as work) life right now- So that’s basically the excuse for not being able to finish this deadline sooner. I’ve been working on the visuals for the ships’ shields: while it was working before, there was