A potential Game Changer has Risen!

Happy Monday everyone!  We’ve got some exciting news to announce at some point this week.  However we’ve got to double check if we’re actually allowed to announce it! :O

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Fashionably late to the (enemy) party!

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Finally! Better late than never! Look who just arrived to the party!

This guy is rigged and skinned and just about ready to roll. He’s gonna be going in the engine ASAP, I can tell you that for sure! You’ve probably noticed that the Undead Mage is looking a bit different from the concept. We struggled with cloth and APEX, we’re not gonna lie about that, so he’s being set up the “old school” way.

We will get around to doing proper cloth in the future, in fact some of the models will get an overhaul turning their cloth into true cloth (eventually!).

This guy will be chucking spells all over the shop, hit with stick might be the best course of action against this guy…that’s if you can reach the damn thing!

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Dire Consequences V1.1.1 Update Notes

The 2nd build of Dire Consequences is live!  Download the game from here!

You can also view the changes and updates in Dire Consequences below in our update notes.  We hope you enjoy playing the game and please remember this is still a work in progress, your support and feedback is crucial in making this game awesome!

 

Dire Consequences Build 1.1.1

Changelog 01/08/2014

Courtyard

Updates:

  • Static meshes now have dedicated lightmap UV's.
  • Static meshes now have higher quality textures.
  • Level now contains a Skydome with low-res starmap Material. (Placeholder)
  • Global illumination is now slightly brighter.
  • Some torches have been removed.
  • Fixed rampart collision

Changes:

  • Water Materials have been changed
  • Directional light has been removed and lighting brightness altered with current Moon ...
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A great day to be a UE4 developer!

Not only have we managed to get Coherent UI starting to work in UE4, we’ve also come across this little gem!  The art team at Maximo have released a package of pre made animations for UE4 on the UE4 marketplace!  Go check it out, the article is here:  http://blog.mixamo.com/get-mixamos-new-free-pack-in-the-unreal-engine-4-marketplace!

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Coherent UI! Wow!

One for the designers, devs and artists!

To any UE4 users out there, if you are looking for a decent 3rd party UI tool, check out Coherent Labs‘s beautiful UI plugin “Coherent UI”. There are videos on how to install and get it set up in your own project, you can request a trial of it as well. You can also get it for Unity.

http://coherent-labs.com/

Add Coherent to an existing project (Blueprint friendly): https://www.youtube.com/watch?v=eA0lvmSmUeI#t=25

PS: Please show these guys some love, they deserve the support!

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Pause menu! Ta da!

We now have a pause menu!  It’s simple but effective!  Still some issues with it but it does its basic job, which is pausing the game!

paused

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Keep your documents up to scratch!

Hey Indies!  Remember I posted that info TIGA provided regarding Video Game Tax Relief?  When you take the cultural test on the British Film Institutes websites, make sure you have your designers documents to hand such as a game design document. concept document etc as they may ask you for it!  Luckily I’m hell bent on keeping my documents up to date and on track!

 

Chris Ledger
CEO and Lead Designer

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Video Game Tax Relief – One for the Indies!

For all those indie developers out there, you’ve probably heard about Video Games Tax Relief and several funding methods but never known where to start I’m guessing?

Well today I (Chris Ledger – CEO and Lead Designer) happened to come across a piece of information from TIGA regarding Funding AND Video Games Tax Credits.  It’s a fairly recent couple of documents produced by TIGA.  I suggest having a read through them as they’re fairly handy.

In regards to Video Games Tax Relief, you need to head to the British Film Institute and pass a cultural test and then get in touch with HMRC’s Corporation Tax/Tax department.  I am currently looking into this and I will post up any successes or or hurdles.

I have bundled the information provided by TIGA in an easily accessable Zip file and even prov...

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Courtyard is improving! Check this out!

Got the Monday blues? Maybe we can help you overcome that by showing you some progress with our Courtyard level in Dire Consequences.

Our modeller, Max, has been very busy creating some static meshes and a few other bits for the courtyard level. It’s starting to shape up really nicely.  He’s really putting a lot of love and attention in this, which we are confident that it will yield the best results!  You’ll also notice that the lighting has improved a fair bit as well. We just need to sort the lighting around the ramparts to get the atmosphere just right!

Take a look at a before and after picture of Courtyard (darker image=old, brighter image=new).  Remember it’s still a work in progress but you’ll be able to play this level (with all its fixes) at the start of next month!

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We’re about to test cloth physics!

We had one hell of a storm here at Derp HQ. Then again, I think a lot of people round the UK encountered it! Speaking of storms, we know this guy will definitely be hurling more than just lightning! We’ve been experimenting with a bit of physics and how to make cloth. So far so good for our first attempt.

I have a feeling that this will be highly amusing to balance these physics!  We will definitely post up some bloopers as they are always amusing!  In fact we might have a few from the original game to post at some point!

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