Adam just released the most awesome alpha build ever!
Writing blog posts is hard!. So here’s a bunch of little ones comprised of random screenshots of stuff we’ve done, but can’t find a proper place to publish at, enjoy.
Today Embalmit is sad to hear about the news of Gamespy.com shutting down. We at Embalmit appreciated the professionalism of Gamespy, which presented pc gaming news from an entertainment standpoint while keeping it brief and classy.
I know there are a lot of gaming news sites, but gamespy always had their own way of breaking the news, while other sites played catch up by commenting on the stuff the gamespy staff had written.
Now we won’t know what to read while drinking coffee in the morning, we’ll miss gamespy deeply.
Update: apparently also IGN has been hit with layoffs and 1UP has also been slashed. To me this makes little sense considering the recent boom of pc gaming.
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.
We’ve been hard at work defining the look of the terrain and buildings for the game. The video below is a quick example of how all of the terrain is going to be destructible and you get a long look at the Tavern Landmarks for all of our current factions.
We have decided to showcase some of the music that will be included in Cairn. When we started talking about which way to go with the music, lots of different ideas and concepts were brought up. We wanted the music to have the epic and catchy elements of a soundtracks like Warcraft 2, but we also wanted it to have a more aggressive, militaristic, feeling like Command and Conquer.
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.
image source: PC World.
Recently the developers of the videogame War Z marketed their game on Steam with a bunch of false attributes that the game just plain doesn’t have. Among these claims there’s the boasting that the games areas are around 100 to 400 square kms (areas?, plural?, there is only 1 map that is only 72 square kms), that their servers allowed for a larger amount of people than it did at launch and that the game included gameplay mechanics that never existed in the game. Including a hardcore mode and having skill purchasing mechanics, both of these exist in many other games, just not War Z.
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.
Hope you enjoy!
Hello, my name is José Mora-Jiménez and I’m the one in charge of making the music and sounds for Cairn.
I’ve been writing modern classical music for about ten years and I since more recent times I’ve been also writing music for games and other media. You can check my works and bio here: http://www.musicvortex.nl/ and here http://www.josemorajimenez.com/
I started working in the game since last April. When I first had contact with the team and we discussed about the musical direction of the project, I was very pleased to hear that I was going to be able to freely mix two of my all time favorite music styles: Orchestral Music and Metal!
I hope to be sharing some of the music I’ve made for the game very soon, I would also be telling you more about the process of writing the music.