ShellBlast

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ShellBlastHD Approved. Celebration Imminent.

Optum just informed me that ShellBlast HD is approved for the Indie Games service and will be available in 48 hours to buy! Woo! So if I were you, I’d be watching this blog starting tonight for a complete overhaul in the design, as well as daily posts for a whole week telling you all about ShellBlast HD, some wallpapers, level packs, and even a few extra surprises. I hope you join us for the entire week! 🙂

Kablooey!: I’m Going For It (plus ShellBlast HD update)

The folks at 2BeeGames are having another indie game competition, with the stakes at $10,000 again. I’ve decided to go for it: I’m going to get Kablooey done by the September 15th deadline.
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Shellblast HD Finished

I should really post more often…

Lots has been done since the last post made and Shellblast HD is now at the point of completion. All that is left is for David to give it the a-ok and the promotional material to be made and it can be submitted to the Xbox Indie Games service. The estimated date for submission is Thursday 29th July and the game should be up on the service shortly after, retailing for 400 MS Points (roughly translates into $5).

Here are some screens, just because this blog post would look visually unappealing without some.

JUNE CONTEST: Win a Copy of ShellBlast!

It’s time for the first annual Vertigo Games contest, where you could easily win a free copy of ShellBlast for the PC. Whoa.
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ShellBlast HD: After 25 Attempts, the Boxart is Done.

One of the main problems facing the Xbox Live Community Games market is the fact that there’s quite a bit of junk. And with no review system in place, you’re literally going by the boxart to choose which demos you want to try out.
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Shellblast HD: New and Different

Work on the classic Shellblast game mode is now complete and bug testing so far has yielded no errors, which is always great as a programmer. Onto the other modes now!

One thing that we have been taking into consideration when redesigning the game is how to make it work more efficiently with a controller and that has meant changes throughout the game. The cursor can be moved on a tile to tile basis for those who struggle/ chose not to use free movement. Game menus and tutorials have also seen a redesign, as indicated in the screens below. Also shown is one of the many new tilesets.

By the time I next post, I should have some video footage of the game to show, just got to think of a decent way to record it.

New Menu

New Menu

Full Color Tileset

Full Color Tileset

Tutorial

Tutorial