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!
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!
CEO and Lead Designer
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.
Has anyone else applied for this? It’d be great to hear from you if you have as this looks like it could really take some financial pressure off developers.
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!
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!
It’s Friday! Which also means that the weekend is close! To celebrate we thought we would show off the next enemy to be brought into the world of Dire Consequences!
It’s only been a day and we’ve encountered issues already! #gamedevproblems
Below is a list of known issues in Dire Consequences:
- Ramparts have no collision
- Level is too dark due to static lighting
- Lighting switches off outside of peripheral view
- Missing MSVCP120.dll upon running the game
In the next build, those issues will be rectified. We appreciate your support and look forward to making this game the best it can be!
We do however have an external solution to the missing MSVCP120.dll file upon starting Dire Consequences.
If you are receiving the error message: “The program can’t start because MSVCR100.dll is missing from your computer. Try reinstalling the program to fix this problem.” then it is because of the Visual C++ re-distributable files. You can download them here from the Microsoft website.
In the future we will be creating an installer which automatically installs these files. We apologise for any inconvenience!
Yes you read that correctly! The first title our studio ever made: Dire Consequences is being re-launched, re-branded and totally overhauled for the PC!! Now you’ll be able to go toe to toe against bigger and badder foes.
We decided to go ahead and see what we could pull off in the Unreal Engine 4 in a month, at the same time we also enlisted for a game jam to really challenge ourselves. The results were very impressive, seeing as we had the artists either moving house, at Download Festival for a week, or working flat out on a 2 week stint and to top that all off the programmer trying to revise and finish his exams!
With that being said I think we managed to recreate 75% of the original title on PC. Our first playable is actually a game jam candidate so it’s very raw. There are many known issues with the first playable and to top it all off, it’s been set to low quality to improve framerate.
You can download and play the remastered Dire Consequences here.
However please bare in mind that this is only a first playable, rush built for a game jam. At the moment we are at a Pre-Alpha stage so there are things that need and will be fixed. The team will be performing weekly maintenance on the title and will be adding further content to the game. This is a great opportunity for players because they will get to see the game evolve over time until it reaches Gold Master status! Not only that but players are currently playing the game for the very low price of free!
To keep players up to date with Dire Consequences we are using the website and Tumblr accounts to blog about the development of the game. We will also begin using our YouTube channel and of course Facebook and Twitter will be updated as usual, even more so than we have previously!
You can find our social networking and media links below:
**A Note from the Designer**
All team members who worked on Dire Consequences past and present will be credited….when we get around to implementing the credits that is!