Hey All! It’s been a great couple months! The most recent updates were: Cool new sword swooshing!: Now it looks much less dumb, and you can also double swoosh Before: After: Beta Testing! I had another local beta test with the fine folks down at Thinking Big. Things went leaps and bounds better than the
Here it is! Enjoy the official “Miner Meltdown Early Access Gameplay Trailer”. Miner Meltdown will be releasing in Steam “Early Access” February 2017 Oh, and if you’re not standing up thrusting after watching it, then I didn’t do my job
Miner Meltdown has been in development for just over a year now, so I thought it would be a good time to look back at this past year to show the game’s progression thus far. The concept of the game has been floating in my head for years, but it wasn’t until July 2015 that I started
So, on Thursday, Miner Meltdown was officially unleashed into the wild during the pre-alpha play-test party that we threw at the new Startup Zone in Charlottetown. This was the first time that the game was played outside of close friends. SooOoo cool to see people actually playing the game against one another for the first time!! Also,
Hi guys! This was a fun month! The main things on the docket were: Art implementation. Some small new features. Alpha prep. First off, here’s some of the new UI. The score bar’s been updated, new shop, new backpack (that part’s my favourite), new side menu for your equipped items, and new health display.
Oh Hey! So!.. Updates on the game have been a bit slow lately because for the last while, I have been deep in the dark hole of writing net-code, and I’m pretty happy with where it’s at! When I started Miner Meltdown, I was using Unity’s networking library UNet. UNet made things super
Super happy to show off Miner Meltdown’s cover art. It was done up by the amazing Brazilian artist Victor Estivador. Also! Miner Meltdown now has its own dedicated site. You can check it out here: minermeltdown.net, and stay up to date on the game’s upcoming beta news. Things are movin’!
Over the last month, the game is starting to look much different visually, and I’m quite happy with how it’s coming along! Here we go! Main Character Design A major feature that the audience has been asking for was arms (not really, but we made them anyways!) Before & After: Mutants! In the
Ahoy! and Happy New Years! Thought I should give an update on this past month’s progress just to let you know that I’m still here doing my codey’ thang. The theme of the month has been Steam integration & Networking. I’ve made the switch from using UNet Networking to creating my high level networking solution
Just a short little update today to let you all know that this are moving along. I’m really happy with the progress made these last couple weeks. I initially wasn’t sure if I was going to include bots in the game, due to the complexities of having so many different gadgets and weapons (which can