Happy Birthday, Tesla!
by Thomas Davidson on Jul.10, 2010, under Tesla: The Weather Man
What better way to celebrate than with lightning and explosions in our game? Check out the progress we’ve made in weather control and other destruction below!
Fantasmagoric Machinations!
by Costas Frost on Jul.07, 2010, under Tesla: The Weather Man
Historians discover an old locker full of designs for Tesla’s inventions! Boy did we hit the mother-load with this one! Theres a blueprint for something called the “Tropospheric Control Device” supposedly with the power to harness nature itself!
This just in!
by Costas Frost on Jun.24, 2010, under Tesla: The Weather Man
Recently the mad scientist Nikola Tesla has been seen returning to his home after meeting with George Westinghouse. Rumors are that this meeting was on which method of electricity would be used in the proposed Niagara Falls hydroelectric dam. Tesla’s rival Thomas Edison was seen storming out of Westinghouse’s office during the meeting. What could this mean?
In other news progress on the level design and artwork has been going along rather steadily. Time to make good on the promise of “Blazing hot 2D Graphics”.
New robots discovered!
by Costas Frost on Jun.16, 2010, under Tesla: The Weather Man
That nefarious cur Edison has invented even more mechanical devils! What twisted misuse of science has caused this? A jumping bundle of dynamite, perhaps it is a collaboration with the mad chemist Alfred Nobel. Fret not for Nikola Tesla is on our side.
Tesla: The Weather Man
by Thomas Davidson on Jun.13, 2010, under Tesla: The Weather Man
The year is 1891 and two of the word’s greatest geniuses are mad beyond the wildest fears of the unknowing populace. You play as Nikola Tesla, determined to take down Edison and his robot armies with newly-invented weather control technology. Strike foes with lightning, freeze lakes to safely cross, and levitate objects on your way to prove once and for all that you are the true greatest man of science.
- Five unique mad science powers
- Puzzles and platforming action
- Blazing hot 2D graphics
- Original soundtrack and epic two-frame cutscenes
Rebirth
by Thomas Davidson on Jun.13, 2010, under Galaxy Unknown
A while back we decided that XBox development didn’t really suit our goals well, so we’ve started over from scratch on PC. Fortunately, the PC version quickly took shape with prettier graphics and better performance. We’re making some major design changes to give the game more depth of story and gameplay, and we’ve got a lot of exciting work ahead of us.
- One of the first PC tests
- Current graphics
As you can guess from the long gap in posts, we’ve just come out of a long slump but we’re now more determined than ever to get some good games finished and published in the next few months. We’re creating a smaller warm-up title first to get in the habit of seeing a project through to completion, and then we’ll resume work on Galaxy Unknown. More information on this smaller game will be coming shortly.
Brand New Levels
by Thomas Davidson on Feb.12, 2010, under Galaxy Unknown
The levels from that new level editor are finally usable in-game! We’ve also got a nice realtime 3D flyby for the background of the title screen; no more boring still image.
Weapon Screenshots
by Thomas Davidson on Feb.03, 2010, under Galaxy Unknown
One of the major selling points of Galaxy Unknown will be the diverse weapons; from antimatter beams to quantum chainsaw cannons. Here are screenshots of just a few in action!
- Plasma Wave
- Superball Beam
- Strangelet Missile
Content Creation Tools
by Thomas Davidson on Feb.03, 2010, under Galaxy Unknown
I’m starting to get really excited about the tools I’ve been making for this project! It’s come a long way from the original hand-written XML to the new level designer seen below:
I’m planning to eventually combine everything into a polished creation suite for everything from weapon matter properties to galaxy layout.
Galaxy Unknown: Krel Invasion
by Thomas Davidson on Feb.03, 2010, under Galaxy Unknown
It’s been a long time since I last posted an update, and a lot has changed. We’ve scaled down the game design dramatically and changed the story to occur before the events of the original idea. That way we can still use “The Peril of Planet Khadros” as a sequel later. Fortunately, in the last few months we’ve also made huge progress on the engine and the visual assets.
So, now for the new premise!
In a distant galaxy, three intelligent species have united to form a technologically advanced empire. Though primarily peaceful, many of their scientists have been hard at work developing new weapon technologies should the need arise. Their primary weapons research and development center, designated WX-I, was founded on the far edge of a frontier region, far away from the traffic of the general public. Unfortunately, this also put it nearest to a hostile race they had yet to discover.
Without warning, a fleet of unidentified ships invaded WX-I and killed most of the scientists working there. Some managed to evacuate to prototype ships and seal themselves off in safety, but most of the prototypes were captured by the attackers, leaving them severely outnumbered.
If this fleet is not stopped, the weapons technology they recover would easily give them the power to wipe out the other races. The only hope left lies in an experimental ship with a unique ability: it can integrate with any new weapon or equipment on the fly.
You must pilot this experimental ship and destroy the invading ships before they can return home with stolen weapon technology. Though your starting weapons will put you at a disadvantage, you can collect stronger firepower as you go and work your way up to take down even the most advanced stolen prototypes of WX-I.














