Shout Outs

This past week we’ve been really busy tweaking the mechanics of the game; making sure we liked how running felt, and optimizing how platforms work. Surprisingly, the game has gone through 8 different revisions of how programatically platforms work. It’s actually quite complicated to make ‘awesome’ platforms when you are not doing pixel based collisions.

We thought it would be nice to give a few “shout outs” to some of the technology and middleware providers that have been involved in making the game thus far.

What can we say about Unity that has not already been said, it’s an awesome product with an awesome group of people behind it. It continues to make our jobs fun on a day to day basis, and in the evening when we’re working on the game, it continues to bring joy.

A big warm thank you to the fine folks over at exDev for creating such an invaluable extension to Unity. They took much of the tediousness out of developing a 2D game for us, allowing us to focus our time on what really matters; gameplay.

The fine people over at Detox Studios have really created a great visual scripting extension for Unity, which begs the question of why Unity had not already done it. This tool is invaluable to non-programmers (*cough* Thomas) allowing them to create level based logic on the fly without having to occupy time away from core development.

A small note, after discussions with  Sony Ericsson, we’ve decided to also include into the game additional support for the Xperia Play.

Well that’s it for our small update this week; some big things coming down the pipe.

 

Setting The Mood

Oh look what we found? another update!

This time we have three little animated concepts (Yay! GIFs! AOL anyone?) which Bjorn created to help set the mood for the shown stages. These animations are crucial in our workflow as they allow Thomas to have a better idea of how things should look when he goes to build out the elements in Unity.

Garage Mood Test

However, before Thomas can drop things into Unity, there is a lot of “cropping” and “chopping” that has to be done to seperate out each element for proper use in our workflow / toolchain. All this, is of course, before Matthew even lays his hands on things adding components and code (the “glue”) to make everything work together.

Mobster Mood Test

Honestly, don’t let all this talk of technical jargon interfere with the general “awesome” factor of what your seeing. We are still on a campaign to get the word out about the game, so please do not hesitate to share your feelings about the game via whatever social mediums you have available.

Graveyard Mood Test

We are currently working on all parts of the game, constantly creating new content and awesome characters, so you can expect more of these great things in our next update. However, for now, a little glimpse at one of the games simple mechanics. We won’t say much about it, but we’re willing to bet you can  speculate on your own.

Rooftop Mood Test

 

Stay pixelated!

The Other Brothers

The Facebook Challenge

We’re looking to add a fun and ‘crazy’ character to the game, but we figured why not crowd source it?

 Official Entry Requirements

Thomas Pasieka

  1. You must LIKE our page on Facebook.
  2. You must post to the page’s wall a picture of you dressed up however you want your character to be made in its likeness.
  3. Entries must be appropriate for our target market, think family appropriate.

Submission Deadline

The challenge is going to run for the month of February, so at the end of the month we will select a winner.

Unfortunately, we’ve also made the decision that no bribes will be accepted. I still contest that it could have made things interesting, but alas, morality kicked in.

The Winner

We really haven’t talked much about what were looking for, surprise us.

  • Winners character will appear in the game, and will be named after the winner.
  • The winner’s name will be mentioned in the credits for the game
  • The winner will be included in the closed beta.

So what are you waiting for? Get working on a crazy costume!

More pretty pictures and info!

Here we are with our second update!

First off, we are amazed by the interest our first post generated and we are also very happy to see that we have just been featured on Kotaku! We are pretty thrilled and feel very honored. Have a look for yourself:

Click:  Kotaku Article

So, the three of us have been pretty busy working on TOB and exploring possibilities. Characters and environments have been painted and revised while at the same time looking for the right tools to use. We will spare you the technical aspects of it for now and let you enjoy the next batch of awesome pixel art!

We have a little favor to ask as well. Indie development is all about spreading the word so if you would be so kind to share this page via Twitter or Facebook or any other available channel then please do so. It only takes a second and is greatly appreciated :)

Lastly, we would like to address the “platform” question we’ve seen many ask. The Other Brothers will be released on iOS first. So that means, iPhone and iPad are first in line. However, we will be looking into porting to Android soon after.

Stay pixelated!

The Other Brothers

A very pixelated adventure in the making…

Welcome to the start of something awesome!

How about a renegade team of industry professionals with the crazy idea of throwing AAA graphics to the curb, and over the top budgets to create something downright fun just like the early pioneers in our industry, all the while blogging about it?

Interest piqued? Posted on Facebook or Twitter about it yet?

Our team is made up of Bjorn Hurri, Thomas Pasieka and Matthew Davey moonlighting in their off hours creating what we are calling “The Other Brothers”. A pixelated family fun adventure of running, jumping, collecting, racing against the clock … all of this sound familiar? OH! but there’s a twist!

So make sure to stop by frequently as all sorts of resources will be posted during our freakishly fast development. There might even be a few test builds to play and comment on.

Till the next frame,

Stay pixelated!

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