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Wednesday, January 25, 2012

David Rosen is sneaky

While trying to replicate a bug, David Rosen (pink) snuck around and got an "Infection Domination" on myself, Alex Austin (blue), and Ken Fox (orange). If you watch, you'll see that he's also persistent. I didn't have the audio recording, so I went ahead and added an appropriate soundtrack.


Friday, January 20, 2012

White picket fence anyone?

Need a splash screen about using controllers in your game? Follow these proven steps:

1) Make ugly programmer art version of splash screen



2) Proudly send to talented graphic designer wife, explaining that everyone will see this before any of her pretty artwork in the game.

3) Wait...

4) Result: though I still think mine was more in the "indie spirit"


Thursday, January 12, 2012

Intro Anim: a familiar voice

So I said if I got enough replies I'd post the new intro animation to A Virus Named TOM with my voice in there as scratch. People really enjoy me acting like a fool apparently. Lemme know if you think I was born to play a crazy scientist (poll below!). And hopefully you'll like all of Trav's amazing artwork and Ryan's kick-ass animation!



What do you think of my voice?

Friday, November 18, 2011

So the indies at IGN Inide Open House have decided to do a podcast. Justin named it IHAP, or Indie Hot Ass Podcast, and I'm not making a new banner so that's the name! We went into a booth and talked about:
- Introduced ourselves
- Our Top 5 games (1:30)
- Piracy (29:00)
- Cloud Save Games: Diablo 3 (40:00)
- Our indie games summarized (50:20)


The patricipants:
Justin Woodward: Interabang Entertainment
David Rosen: Wolfire Games
Alex Austin: Cryptic Sea
And Me, Tim Keenan or Misfits Attic!

Please give us feedback (info@misfitsattic.com), Thanks!
Click HERE for the mp3.

Saturday, November 12, 2011

Monthly Update: November '11

It's that time again, almost halfway into the month before I update! All areas of the game are picking up speed now as we sprint toward Beta. This update I have to give props to Dev and Audio, who have really started to up the production now that we need them most. But I have to start out with Ryan's first interstitial animation for the game, because it kicks ass.

ANIM:
There's no audio yet, but thanks to some awesome art by Trav and some equally awesome animation by Ryan, we get to see what happens when you take a teleporter that's been infected.



DEV
Jeremy and Eugene have really pulled their weight this moth by getting all the menus from last months update in the game and a bunch more.

Video 1: Showing off the first pass of panning through the billboards, the initial transition into a schematic, and then a faster transition into the schematic (we know you all have things to do other than wait for transitions!). Then we show off a new "barrier" for cooperative play that keeps TOMs segregated (yes that hot pink line is temp art), as well as an animated background and a quick view of some "role" awards that we give out at the end. Credit to Brian for those awesome medals!




Video 2: Turn off the lights, get your glow sticks, and turn on your favorite rave music because Eugene felt the "unmovable" tiles were too subtle in indicating their unmovable-ness!






AUDIO
Ian and lance have been cranking trying to find the sounds and music that will make the game. Here's one of each.

Audio 1: A cool track Ian put together that is now stuck in my head. Catchy and with a nice side of "you're in a circuit"



Facepalm by Misfits Attic

Audio 2: A great sound effect from Lance for when the drones are respawning and you have 5 seconds to deal with that fact before they're on top of you...
 
Drone respawnification D3 by Misfits Attic

ART
Why the hell did I make Trav draw a bull and a chicken? The people spoke, and so the "hydrator" is in the game. You'll have to scratch your head for now if you didn't vote. We also have a new design for the schematic screens with a mini-leaderboard in there thanks to Holly and Von.





PRESS
With our heads down, grinding toward alpha there's been less time for press, but there are some good interviews that we've done on the press page so check it out!


REST
As always, Mikes been trying to heard us like the ferrets that we are, and I've been working with various publishers to figure out what the ideal launch platforms/marketplaces/dates are for us.

We're inching closer to Beta, so hopefully this time next month we'll be there (minus networking and a bunch of polish). Thanks so much for all the hard work everyone, it's really showing as this game starts to look like a finished product!

Friday, November 11, 2011

IGN Indie Openhouse



So it hasn't been "formally" announced yet but we've been accepted in to IGN's Indie Open House (round 2)! This means we get free office space in the city at the IGN offices (now our guest room/nursery/office can just be a guest room/nursery), space at their booth to show off "A Virus Named TOM" at GDC,  and best of all I get to hang out all day with other talented indies and make them give me feedback!

Thursday, October 13, 2011

Monthly Update: October '11

Hey guys, time for another crew update! Lots of work being done, but I'd like to start off by quoting a message that was sent to me by a friend that runs a small gaming website:


"Someone came to my site via the search phrase "a virus named tom game pc full download".  People are already searching for it."


It's amazing how great that simple email made me feel. You should all be pretty damn proud that people are  already looking to snag our baby :)

ART
Another of Dr. X's inventions to reclaim by infection: the Teleporter! Here's an initial anim key frame from Trav, followed by a mock-up Von did of what the schematic might look like. It was a little challenging breaking it up into sections that look fun to infect, but I think we're getting there.




Menus! Every game needs them, and it's a good sign when you're far enough along to start making them look pretty! Below We have Von's take on what the player should see when they fail in puzzle/story mode. Then we have Brian's take on how "Role Results" menu will look. This is basically a screen that will come up at the end of multiplayer games which rewards players for taking on various roles (killing drones, stealing energy for the team, etc.). We're hoping this is not only fun, but encourages different play styles. Finally we have Von's take on the Results screen for territory mode. Just realized it has our colorful temp phrasing in it...





ANIM:
Helping the player understand what the billboards mean and how they relate to the schematic is important. Ryan has been working on a transition that conveys the featured invention on the billboard is being targeted for infection, and gives the level map that "planning a heist" feel.





DEV
Development this month has been a bit slow, but Eugene made his first contribution by adding medal and total score counters to the schematic. Now we can start comparing scores! No one is allowed to beat my score. I didn't start this company to lose at my own game.



PRESS
We got our first hands on preview from  The Game Effect, take a look, I'd say they liked it :)

AUDIO
Ian and Lance are still searching to find the sound of the game. Hopefully next month we'll have a bunch of tracks to post.

REST
As always, Mikes been trying to heard us like the cats that we are, and I've been working with various publishers to figure out what the ideal launch platforms/marketplaces/dates are for us.

October looks to be an amazing month for us to push to Beta, and I already have some great updates for next month in the works. Thanks so much for all the hard work everyone, the game is really getting there thanks to it. Stay on target!