Nien I am Lopi. Here are screenshots. Let us take a look. Ahhh, yes. Here we see the specimen displaying a "You" above their head in the form of BLUE. We know this to be the "Hunter" or, as we call him here, the "Hunter". More importantly, you can see that it is, in fact, NOT their turn, as indicated by the faded HUD elements. On a lighter note, HUD elements. This picture, at first glance, appears to be nothing more than mere braggarism. But if we look closer, just a bit more, I am sure. And now. I am Lopi.
The title screen Select # of players screen Just playing around in the test level Playing in Jenna's first level... Playing in Tevin's first level A Hunted winning Tevin designing his level Lopi and Jenna are in bed, I'm about to head to bed - we're close to feature complete, have many levels designed, and tomorrow will be polishing, playtesting, and hopefully submitting to the app store Wish us luck! -Stephen
Hey guys - sorry for the relative silence this weekend. We're doing some refactoring to our strategy this weekend, for a variety of reasons. Don't worry - we're not quitting game development . We almost finished Deaden last weekend. But we've since decided to spend more time on it making it really polished. It will be bigger than anything we've done thus far, despite being online only. I will probably have a detailed blog post up soon about the pros and cons of the way we've been making games up until this point. And after this - who knows? We'll probably get back into the fast iterations of games Stay tuned - there will be a topic exclusively for Deaden soon. I'll post a link to it here when we make it.
Quiet time It's looking like everyone at BrokenKings will be working on personal projects for the next little while. BKH has pushed back a lot of things so far and we're all trying to catch up. Update on Deaden: Lopi did a bit of work on it this past weekend, and we also did some multiplayer testing. There's still some balancing and a bunch of little polish needed, but it already gets pretty intense game play, apparently. Also, more work needs to be put in towards the end, like when there's only 2 players left on the map. Suggestions for 1) how to make the stand-off between the last two players go faster to make each game end on a solid note would be awesome. 2) traps and other helpful items for the hunter and hunted (We already have lanterns, and traps.) would be cool too. Thanks for your time.
Hey guys, Unfortunately, the Broken Kings House will be going on temporary hiatus. The reasons, of course, are related to money and the need to eat; we all want to keep making games together in some form or another. For more details, see this blog post: http://blog.brokenkings.com/2011/03/hiatus.html
Hello frisbee, If you are referring to Deaden, the answer is no. The hiatus ended up not being temporary and the team has now spread across the globe with only Berni and myself remaining. We still have all the code to Deaden and the intent to one day release it, but I will probably need the go-ahead from the old team that they are ok if I bring other talent onto the project. Then we will develop it further than what we had originally intended. Deaden is an interesting concept and I do still hope to put it out there some day. But this is all speculation and future-talk - the reality is that Broken Kings right now is very busy developing our newest title, Castle Conflict 2, which is going to be the biggest thing we have ever done and probably also the most polished. We have a few other games we've talked about doing post-CC2 (Deaden among them) but right now we are very focussed on making CC2 as good as we can. So until CC2 is out there, and we have learned from it, we're not saying for sure on anything. (Don't worry - unlike Deaden, the business model behind CC2 is much more sturdy. I am consulting during 9-5 hours and using the funds from that to pay for CC2, so we actually have money to ensure that development need not stop. )