We havnt forgotten about our giveaway btw! We are a tiny team and these things take time. We also want to make sure anything we give away meets our quality standards which also takes more time. Heres a sneak peak though π
We havnt forgotten about our giveaway btw! We are a tiny team and these things take time. We also want to make sure anything we give away meets our quality standards which also takes more time. Heres a sneak peak though π
We havnt forgotten about our giveaway btw! We are a tiny team and these things take time. We also want to make sure anything we give away meets our quality standards which also takes more time. Heres a sneak peak though π
We then asked professional graphic designer Dan Gilmore to take a crack at it. Dan helped design our machinefun logo and will hopefully be contributing more as we make the game. Here is how Dan's input shaped the final design.
We started with a rough idea and concept. We feel that your name and logo should communicate the vibe and tone of your game. This was shaun's initial art direction.
Been a while since we had any updates, we have been busy on the game and some stuff we will talk about soon!
One thing we have been working on is our game logo. This was a collaboration between our artist and AD Shaun Mooney, graphic designer Dan Gilmore and our game director Mark Wherrett.
We will be attending this years #Gamayo event in Leeds. If your interested in checking out or first game, Trash City Turbo, make sure to swing by our table!
#Indiegame #gamedev
us watching our wishlist counter sitting at 4,962
ποΈπποΈ
38 away from 5,000 before next fest. don't let us suffer
Do it store.steampowered.com/app/3223000/...
#indiegame #SteamNextFest #gamedev
We hope to build an audience as we go, so we decided to show the game being made, step by step. Here's the first of many dev logs, enjoy! #gamedev #indiedev #godot
www.youtube.com/watch?v=4g5E...
We hope to build an audience as we go, so we decided to show the game being made, step by step. Here's the first of many dev logs, enjoy! #gamedev #indiedev #godot
www.youtube.com/watch?v=4g5E...
Get a glimpse at some of the sweepers you will be operating in Trash City Turbo!
This looks lush!
Vroom vroom!
Dev update!
The city block out is starting to feel and look more like a city!
Adding basic elements like windows and canopy's on buildings, benches, bins, barriers and trash in the streets.
Props also add 'life' to the level too, players can interact with them and they respond dynamically.
Check out our process as we make our first level.
We will be uploading slightly longer videos of our dev process to our Youtube channel. Check it out here: www.youtube.com/watch?v=4g5E...
We will be uploading slightly longer videos of our dev process to our Youtube channel. Check it out here: www.youtube.com/watch?v=4g5E...
Dev update!
The city block out is starting to feel and look more like a city!
Adding basic elements like windows and canopy's on buildings, benches, bins, barriers and trash in the streets.
Props also add 'life' to the level too, players can interact with them and they respond dynamically.
What the fuckin shit thatβs cool
Of course!!!!
Follow our official machinefun account to see a Trash City Turbo level go from Blockout to final art!
Panicking out a press release today because the Steam Next Fest press preview going live?
Or just want to know best practices on indie pr?
You need this Q&A with the legendary @piratepr.com!
www.youtube.com/watch?v=SIUI...
#gamedev #indiedev
Is it true they dont have roundabouts in the US? If so, we got any US fans covered in the game, come feel the joy of riding the roundabout!
Dev update!
Constant minor tweaks and new bits added to try and improve the design and 'flow' of moving around the level while also trying to get a bit more of a 'city-like' feel to it. Adding a car park, overhead structures for traffic lights, signs, even a roundabout!
Easy to pick up but hard to master! Check out our latest dev update and follow for more.
Level has been signed off and is ready for art pass. First step is getting all the road tiles in, adjusting spacing and collision, then we can start on art-ing the rest!
You will notice that the sweepers are quite agile and nimble little machines, mastering them is no easy task thoughπ
Level has been signed off and is ready for art pass. First step is getting all the road tiles in, adjusting spacing and collision, then we can start on art-ing the rest!
You will notice that the sweepers are quite agile and nimble little machines, mastering them is no easy task thoughπ
@godotengine.org cant wait to share more of what we are doing with your awesome engine!
My pal and fellow Scottish developer Chris Brown recently put his solo-dev racing game AGX GP up on Steam and you should definitely give it a look if you like AAA Wipeout visuals with ridiculously-fast twitch arcade gameplay. store.steampowered.com/app/4250680/...