Development Update #33 – Game On Expo

Marshall/ August 11, 2018/ Cryo

Hey everybody! Today was the second day running a booth at Game On Expo in Phoenix, AZ! The event has been going great so far. We’ve been able to show the game off to a large diversity of different players, and we’re getting some great feedbag and testing. Here are a few choice photos from the event: The expo runs

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Development Update #31 – GUI Improvements

Marshall/ July 28, 2018/ Cryo

Hey everybody, welcome back to another installment of biweekly development updates! These last two weeks we’ve been working on lots of small improvements including lighting and vision updates. We’ve also improved existing creatures and started adding in more enemies. Perhaps the most noticeable change is our GUI updates. Keaton went through and redesigned almost every menu in the game and

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Development Update #30 – Split Screen Co-op!

Marshall/ July 14, 2018/ Cryo

Hey everybody! Next week we’re excited to be demoing Cryo for the first time at a local game developers meetup! In preparation we’ve been working on adding both controller support and split screen co-op to the game. You can see where we are at the moment here:  Make sure the turn HD on for the video if you want

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Development Update #29 – Playtesting

Marshall/ June 30, 2018/ Cryo

Hey everybody! Welcome to the first installment of our biweekly blog. It’s the same blog as before, but now I can be twice as lazy! This week was really important for us because we finally were able to send out some demo copies of the game for testing and feedback. A lot of the game systems are in place, but

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Weekly Update #28 – Switching to Biweekly Blog Posts

Marshall/ June 16, 2018/ Cryo

Hey everybody! Like it says in the title, we’re switching to a biweekly blog post structure. And because biweekly is a completely useless word, I have to specify that we’ll be posting every two weeks. Posting every two weeks will save us from having to write blog posts like this one where all I can say is that nothing notable

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Weekly Update #27 – The Planning Fallacy

Marshall/ June 9, 2018/ Cryo

This week was probably our most productive week to date, and that’s something worth celebrating! We knocked out a ton of features, and Cryo is looking better by the day. The only thing we did poorly this week was our planning. It’s still very hard to estimate the time it takes to complete features. I also found out this week

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Weekly Update #26 – Getting Demo Ready

Marshall/ June 2, 2018/ Cryo

Hello everyone! We’ve been trying to put together a single-player demo for Cryo for a while now, and this week was our target. Unfortunately we didn’t quite make it. There’s a saying in game dev that goes “The last 20% is 80% of the work”, and it definitely feels that way. I think the issue is that it’s hard to

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Weekly Update #25 – 3D Is Hard to Fake

Marshall/ May 26, 2018/ Cryo

Hey everybody! Welcome back to another exciting edition of “maybe we should have used a 3D engine for this!” This week I added in some furniture to make the rooms look less empty, but I opened up a can of worms by doing so. Up until this point objects haven’t really had any height to them and have been anchored

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Weekly Update #24 – X-Ray Tech

Marshall/ May 19, 2018/ Cryo

Hey all! We had another week of great progress, and parts of the game are shaping up and starting to look like… well starting to look like a game! One of the big improvements I was able to implement this week was the ability to see objects behind walls. Check out the gif below for an example. We also were

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Weekly Update #23 – Even More Map Generation

Marshall/ May 12, 2018/ Cryo

Hey everyone! We made some really great progress this week, but unfortunately most of it isn’t the kind of progress that looks nice in a blog post. I updated the ship generation to (kind of) intelligently place doors around the ship, include hallways to connect zones, and handle placing unique rooms in random or predetermined spots! Unfortunately it’s still not

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