New Project – Falcons

As I mentioned in the most recent SitRep, we have been working on a few other ideas and prototypes. One of which is Falcons, a futuristic super high speed racer. We’re all huge fans of games like Wipeout and F-Zero, so we’ve decided to try and create our own take on this sub-genre of racing. We’re also keen to start working with the Oculus Rift and other VR devices, as virtual reality seems to really shine in cockpit games like flight and space sims.

Over the next few months I’ll update the blog with news and updates on how Falcons is progressing. Our main focus is still Daedalus, so the updates on Falcons won’t be as regular, but I will update the blog as soon as there are new things to show. In the mean time, the current vehicle model can be seen here.

The images below show the current (very bare bones) prototype:

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And some gifs of it in action below. We’ll get some videos up as soon as things look a bit nicer!

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As there’s more to show I’ll post more Falcons updates, and if people like it then I’ll try do a regular update.

Thanks for reading! Expect more Falcons news over the next two weeks or so.

Daedalus – Sitrep #9

This week we’ve updated the basement level with AI and objectives, added a new quadcopter model and started developing exterior building tiles.

Quadcopter Model Updated

We’ve added one of the concepts Sam made into the game, and already things look significantly better! We are still nailing down how the final quadcopter will look, so expect to see more concepts soon.

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You can see a 3D view of the model here.

Outdoor Environment

I’ve started creating basic tiles for exterior structures. These will become more detailed and specific over time but it already allows for rapid prototyping of building  shaped and styles. The gif below is from the whitebox for the first level of Daedalus, which sees players infiltrate the facility above ground before heading deeper into the complex. The basement we have fleshed out will be located beneath one of these buildings.


Guard Dog Hacking Terminals

Tim has added terminals through which it is possible to possess a Guard Dog and cause choas:


This is already a fun change of pace from the tension of sneaking around. The player will not be invulnerable when using a Guard Dog as their quadcopter can still be located and destroyed, and enemies will be on much higher alert, making them harder to sneak past. However, hacking a Guard Dog can be a way to cause a distraction or attack enemies head on.

Basement Level – AI and Objectives

We’ve updated the basement with AI enemies and a win condition. The gif below shows how a worker has spotted the quadcopter and runs to grab a Guard Dog, while the player escapes up an elevator shaft.


IndieDB Page

We will be updating the IndieDB page with more info regarding Daedalus, so be sure to check it out as we start to upload content and demos!

More next week!

That’s all for Daedalus this week! We’ve also been working on a side project, so expect some news on that this weekend. Thanks for checking out the game, more to follow next week!

Daedalus – SitRep #8

It’s been an exciting week for us as we have two new team members on the project; Christopher Jack (programmer) and Samuel Smith (artist). With them we can now begin to up the ante on new content and visuals. As well as this we’ve rebuilt the quadcopter handling model and improved the basement level shown last week.

Quadcopter Handling

Tim has rebuilt the quadcopter to behave in a much more realistic manner, with more detailed and accurate physics forces being applied to it.


The quadcopter now auto levels properly, making collisions easier to recover from. This is now representative of how the quadcopter will feel in the finished game, with balancing, polish and optimization remaining.

Quadcopter Concepts

With our new team members we can focus more attention on areas that need polish and content. For instance, Sam has been fleshing out concepts for the quadcopter, as shown below:


Environment Update

As shown last week, I’ve been working on a small area that we will use to refine the art style and experiment with gameplay mechanics.

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The player’s objective in this area is to infiltrate a sealed lab. All entrances are locked, but if the player explores the ventilation shafts they can find openings from which they can remotely hack the door controls, allowing access into the room. There are multiple ways into the lab, each with their own pro’s and cons, so exploration is key.

The player can hack a door control panel from the vent below
Then the player can enter through the unlocked door

Drink Up! 

Also, in case you missed it last week, Update Events will be hosting DrinkUp! at The Printworks in Manchester on the 9th October, so visit the Eventbrite page here to grab a ticket, meet game devs and see cool indie games!

That’s it for this week’s update! Thanks for checking out the game, more to follow next week!