WHATSUP HUD?!
Here you go everyone, grab yourself a copy and let us know what you think. We may make some subtle changes over the next little while as well, but check it out!!!!
Hot Frank Cool Beans! If you have an Xbox controller, it’s setup for that and it also has keyboard controls which you can see in the readme. One of the changes will be to add tutorials for keyboard controls in game.
it’s also available on my site as well right now.
coreybainard.com
Today we hit Alpha. And we hit it hard. Right in the mouth.
For those who don’t know what Alpha is, it’s like Beta but earlier…and with more bugs. But all joking aside we can play our game from beginning to end, including through the menus and level select screen, and we are stoked.
We will need people to play-test it and tell us why you think it sucks or why you think it’s awesome so let us know if you’re interested and we can bring you in.
We’re also launching the new title with a logo and box art at the end of our summer break (August 29th) so stay tuned.
- Aubrey (Project Manager / Narrative Designer)
Empire Crystal
Michael Tucker
One of the tracks from our game, composed, recorded and produced by yours truly
love
Mike
Hey everyone!
My name is Anton Klock (the guy in the yellow jacket) and I’m one of the level designers on the project. I’m originally from Sweden (IKEA, ABBA and meatballs) but I now live here, in Vancouver, Canada.
I’m mostly doing puzzle design and scripting but I’ve also helped out doing some of the character animations and some models.
It’s the level designers job to make sure that the levels/puzzles are interesting and fun. How do we achieve this? Well since we’re no math geniuses (which a lot of puzzle designers seem to be) we have to rely on our ability to listen to our play testers. We make sure to test every puzzle-idea as early as possible, usually all it takes is a play-through or two to find out if the puzzle has potential or not.
My PM is now looking at me with a strange “why are you not working”-look so I should probably get back to that…
Cya later!
Photo: Cynthia Griffiths
Here’s a little video!
We are a week away from Alpha and Project Duplication had a good day. We’ve been testing our game all day to instructors, mentors and students and the response is very positive. It seemed unanimous that we are in good shape for Alpha and people are definitely having fun playing our game. Instructor Peter Walsh (Lemmings, Buzz Franchise) said that it was even fun to watch someone else play. Awesome!
That doesn’t mean we can rest on our laurels. We have a lot of little things, a couple big things, and some bugs to fix in this next week leading up to Alpha. After that, a tonne of tweaking, art, audio, narrative, and plenty more before we can call our game finalized. It’s all very exciting.
The image is a test-bed I’m working on so that we can have all the physical parameters of our game consistent.
- Aubrey Tennant (Project Manager / Narrative Designer)
Hey everyone allow me to introduce myself, I am Corey Bainard and I am the programmer for our project. I’m going to make sure that the game we have spent the last few months designing is able to come to fruition.
I’m originally from Winnipeg Manitoba where I went to Red River College and enrolled in the CAP program (Computer Analyst/Programmer Course). Shortly after that I started to spread my wings and traveled around Canada exploring our massive country. But I assume you don’t care that much about our life stories and just want to play some sweet games, and we’re here to make one.
It’s taken a little longer than expected to introduce ourselves but expect frequent updates as we get deeper into our relatively short production cycle. We are approaching our second Milestone, tomorrow actually, which will have the majority of our main features implemented. Once we have a stable demo we will be publishing our game to the web, hopefully, so that anyone out there can feel free to try it out and send us feedback if they wish.
Cheers,
Corey Bainard
gd19corey@vfs.com
Feel free to give me a shout anytime.
I am Tim Molyneux and I’m a game/ level designer on the team. I focus on trying to find the fun in the game as well as creating a great user experience.
Aside from all this video game stuff, you can find me reading comic books, drinking too much green tea and listening to mediocre rap music.
You can contact me at t.molyneux@live.ca to talk about Welsh Corgis and Board Games.
- Tim Molyneux






