A few weeks ago Adam did the unthinkable, he released a new build of the game!, and boy it was awesome. Currently we are still in Alpha state, but that shouldn’t stop us from posting a few screenshots of our work in progress.
The screenshot above shows the game closer to our intended release version: It displays a working version of our trusty GUI, most of the buildings we’ll end up using (we are still missing a lot of buildings though) and features 18 out of the 23 planned units we have for the game. We still need to work a lot of the 3d assets, so it’s placeholder country for almost everything 3d.
It’s that time when newer sprites show their face around Cairn. Previously we went through the exciting Free Blades and the awesome Thermocrats. Now it’s time for sprites that have no human form: these are the Fey and the mechanical Spiders.
Coming up, in Embalmit.com, your source for that sweet sweet, badass retro RTS: Cairn!
I know we have been a little quiet since we’re working on the new beta release! It’s going to be fuckin’ badass, I promise. Until then, we are going to tide you over with some inside looks into the development of Cairn. The first area we’re starting with is the GUI. Over the next several days I’ll be writing about the change of our GUI from the bare bones version, to the super slick version we have now.
They are here. The heroic, technologically advanced and oppressive Thermocrats are now part of the game. It took a few good months to get all the animations in place, but this time we bested ourselves and came up with 7 new units for the game.
Cairn uses hand drawn sprites, which are painstakingly made by one person. The process takes around 3 weeks with a work process that was developed by us here at Embalmit. Here’s a bit of an insight of how this process usually goes for any given sprite we make for the game.
Updating the blog is hard!. So here’s a bunch of small updates, because we have A LOT of loose files going around, specially images that we can’t really place in a full blown, dignified blog post, but that will give our fanbase (our moms?) something to check.
Because there’s nothing worst than an indie studio that doesnt update often.
A few months ago we updated the page with a few samples of our intended tiles for terrain. From that moment back in October (!) we finished a starter set of 2 flavors of tile terrain: dirt and grass. Click read more to check it out.
I finally got around to upload some work in progress videos.
First off is our grunt combat. These are a few of our finished sprites smashing each other to bits and just showing our combat engine off. I walk through our different stances that a unit can be placed into also. Youtube thought it would be a good idea to add some extra light to this video so it’s a little bright.
The second video shows off the special attacks of two of our Slayers. They are not finished sprites, but the special abilities are fully functional. We have some buffing abilities, a summoning ability, a charge attack, a ranged area of effect, an instant area of effect, and one that adds special damage to the slayers weapon.
Hey everyone, Petunio here for another Art Update on Cairn.
So one thing is the units we are making for the game, another is the tiling that will go under the units. Originally we were working with another artist on the tiles, and for the most part his tiling skills were pretty good, but the contrast between what he did and the units in the game was a bit lacking, partially because he was working the terrain tiles without knowing how the units would look like.
I offered to do the tiles since I thought I could do a much better worklooking for the right contrast between units and terrain since they would both be developed by the same person (The Petunio, that is).
Hey everyone, Petunio here. After months of grueling work we are finally able to present our first 5 sprites for the game!. These are from left to right: Bloodarcher, Knight, Scrapper, Fighter and Magician.