Category Archives: Game Development

Steam keys for backers released!

Please note: this is not the release of the game, but the Steam keys in preparation for your Early Access this summer!

Backers, rejoice! Steam keys for Empires of the Undergrowth have now been sent to your emails. This will be the email associated with your Kickstarter account, or with your PayPal account if you backed after the campaign – so please check that for your key (also check your junk mail folder just in case, sometimes your email provider can confuse things as spam).

There are a few things to be aware of here, so please read them:

  • If you are a beta backer, your key will allow you to download the Backer’s Demo through Steam immediately! When the game goes into beta testing in a few months, your Backer’s Demo will update to be the beta Early Access version.
  • If you are not a beta backer, your key will allow you to add Empires of the Undergrowth to your Steam library, but not download anything yet. When Early Access is released this summer, you will have immediate access to it through Steam.
  • If you backed a tier that includes additional copies of the game, you will receive additional normal keys (not beta keys). You are free to share these with your family and friends, and once activated, they will also get Early Access in the summer.

The guys are now soaring ahead to the Early Access release this summer. Once things have settled down from the Steam key release, the three of them will be knuckling down hard to reach that goal, so there won’t be any more demo updates until early access, barring major bug fixes. The upside of this is – there’s only a few months to wait! Early Access will bring the surface, lots of new missions, new ant types, and new modes of play. Exciting times ahead!

Go ahead and redeem your Steam keys now! We’re really excited to finally get to this stage – it’s been a long time coming.

Time for a “behind-the-scenes” update

It’s been a busy summer for the team so far.  We are working hard behind the scenes, tightening the bolts, oiling the chain, oiling the brakes, cleaning the oil off the brakes, you shouldn’t oil your brakes… I digress.  The point is that the work is currently quite technical and there isn’t much to show.  We have identified some major bottlenecks in the way the game runs and are smoothing those out.  This has involved converting a number components created in Unreal Engine’s “Blueprints” (which is a type of visual coding that looks like a flowchart) into C++.

Anyway, seen as things are quiet on the update front, and we don’t have any new insect eye candy, I thought I might be able to interest some of you with a peak into our development process as a team.  Our company is technically based in Birmingham, UK but only our lead developer, Matt lives there.  A dedicated office is totally out of our price range and so we live and work separately with myself and John in Hannover, Germany and Liverpool, UK respectively.  We use a mix of different technologies to collaborate effectively, with new things creeping in all the time.

I think I have to say that our biggest friend so far has been Google Drive. Google Docs

The ability to create spreadsheets, documents and throw in whatever else into shared folders is invaluable.  However, there has never been any strict organization of file structure so navigating is not as efficient as it could be, especially as we now seem to have 3 “Slug Disco” folders spread across our accounts.  It is also where Matt uploads his development ‘lecture’ videos for the rest of the team, I thought I would take this opportunity to share a snippet with you.  His diagram drawing skills are second to none.

We have also started using a team project management tool called “Asana”.  It’s nice for creating & assigning tasks with deadlines – perfect if you enjoy receiving tons of notification emails.

Asana Graph

To remain in contact generally we use good old Facebook, because you can always reach someone there.  Though, again, not always the most efficient.  The following conversation went on much longer than the screenshot suggests, sometimes you need a doodle.

betterThanDoodle

If you have any questions, comments, feedback, game suggestions etc, we always want to hear from you.  Contact us on our Slug Disco FB page or throw us a Stomt.

P.S. Thanks to all the Youtubers who have been covering our demo, the response is incredible, and this build is really only a snippet of what we have in store.  TheWillyrex just had a go; it’s at times like this when we wish John had paid more attention in his Spanish lessons!

Gifs and Music

Last week we began a bit of a media drive ramping up to EGX Rezzed. We have been releasing more gifs, screen shots and music than ever before. You can see them by visiting our twitter account and Facebook pages, but here is a selection of them in case you missed them:

Sample of some in-game music, I think Liam has done a great job:

The first iteration of the games main menu, credit to Matt for putting this together:

via GIPHY

Travelling from below ground to above ground:

via GIPHY

A pan over two of the environments in the game:

via GIPHY

Keep up to date as we release these by liking our Facebook page:

http://www.facebook.com/slugdisco/

And following us on Twitter:

http://twitter.com/SlugDisco

January 2016 Dev Update

Over January we began our move into the Unreal Engine 4 focusing at first on the Underground section of the game.

This included basic AI, the underground tiles, resource gathering, construction, egg laying and development.

We will be releasing development videos each month so you can keep up with our progress, the first is below and describes what we did in January.

We will be at EGX Rezzed this year in London on the 7th – 9th of April, so if you can make it please do say hello and have a play on our first playable build of the game.

We are returning to Kickstarter at the end of April and there will be lots more information and videos then. More about that later this month.

2016 first two weeks.

With the first couple of weeks of the year already gone by you may be wondering what we have been up to. Well, Matt has a screen shot for us today:

Underground Unreal Engine 4

This is an early shot of the Queens chamber in Empires of the Undergrowth, running in Unreal Engine 4. The little white point-lights will eventually form part of ground decoration which should be appearing in the coming days. Exciting times!

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Moving to the Unreal Engine

Happy Christmas Eve! I thought we should chat about this most festive of topics, the move to a pre-built engine.

TLDR: Kickstarter showed that PC is the most popular platform for the game so we are focusing on that. We need not be as efficient with our programming for PC and a pre-built engine allows us to give prototypes to the community so they can help in development. Unreal Engine 4 (UE4) has some great features that will help us more rapidly move forward with the project.

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EGX Thoughts

Hello!

Crystal Rift played with a VR headset.

Crystal Rift played with a VR headset.

We had a great time at EGX. We got to speak to a load of other indie developers and had a go at their titles. I particularly enjoyed having a go on EITR and getting completely destroyed by the boss on the demo level. I am a massive fan of both the souls series and Diablo so this little indie game was right up my alley.

I also tried out Crystal Rift with a VR headset. It is great fun and I cannot wait till the day I can pick up a VR headset of my own.

We had the opportunity to chat to different publishers and we learned a few things by going to a series of workshops. Needless to say the future looks bright generally.

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Why so quiet? Dev Update!

Yes we have been unusually quiet this past week. We will try and post things but there will be a little lull until the last week of the month.

But do not fear it is not because we are not doing anything… in fact it is the opposite we are working harder than ever! Reason being we are attending EGX on the 24th and 25th and so we are getting together a game build and preparing promotional material. By the moths end there should be much more available here for you to sink your teeth in to, and in the following month the main site will get an update as well!

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The weekly dev update has arrived!

Hello everybody! Quick dev update here.

So in the past week Liam has been sinking his teeth into the code. He has been exploring ant positioning and calculating ways to spread the ants out often to hilarious outcome. He assures me he has improved it since, but below is one of his early formation algorithms. Joy!

 

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