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NEW: some teaser images have been made available
on the Media page! They are very
small, but if you squint you can just make out the game's menu
screen, a shot of the game in action and the game's internal
editor.
Deimos Rising is about to enter alpha testing. This first
stage will be concerned with compatability testing on a wide
range of machines -- to see what works and what breaks on a range
of hardware and MacOS combinations. Once the application is stable
on all machines, we'll enter beta testing and the gameplay will
be put under the microscope.
The focus of development now is about to shift from mechanics
and engine creation to content creation. Though Sheryn has been
working on the backgrounds for approximately four billion years,
we haven't completed any of the game levels yet because it would
have been a waste of time without the game engine being finalised.
It would have meant that much design effort and time would have
been wasted and duplicated with previous work being ditched as
new art, file formats and game engine features became available.
Though this has freed us up to work on the game in an orderly
fashion it has also meant that up until this point there has
been no "game" as such to view -- just an engine. Great
for streamlining work, very poor for inspiration! So it's good
to be starting on the more creative side of the project.
Ben 'Ferazels' Spees
is creating the music for the game, and we're very pleased with
the direction he is taking. Samples of his works will made available
on the Media page shortly, in MP3 format.
John Sledd of Sledd Studios
did much of the sprite artwork in Mars
Rising and is once again working with us in Deimos! Samples,
including QuickTime movies, will be made available on the Media
page soon.
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