So here we are again at our second E3 conference in LA spreading the word about our projects and catching up on all the new stuff (most of which we’ve already seen and heard before).
Anyway, LOD is coming along at a steady pace. We’ve had some interesting engine related challenges (this happens when you’re not making a cookie cutter game) but it is smooth sailing now it looks like.
A new dev blog will be up later this month, but until then, here are some new shots from E3 Day 1. More coming every day until E3 ends.
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So we’ve been working on a super secret project these past few months. A companion mobile app for LOD. Basically, instead of doing the usual run-of-the-mill companion app, I decided that we would do a full blown game which would also serve as a companion (e.g. you could look up weapons info) app for LOD.
So Line Of Defense Tactics was born.
Deciding what sort of game to do was easy; however designing and developing it was clearly another. So we contracted a third-party, CapitalJMedia, to help us develop it using Unity4.
The game uses all the same assets (characters, weapons, vehicles etc) from the LOD game, but is a real-time tactics game. The mission storyline is culled from issue #0 of the LOD comic written by Ricardo Sanchez and published by DC Comics last year. Rick wrote the mission storyline scripts for each of the missions.
It is not designed or developed to be over-the-top or even cutting edge, but rather to serve as a great reference game that ties in the comic, the mobile game and the LOD game together.
As you can see from the screen shots, it is coming along great. All things being equal, we expect it to be out by the end of the year for browsers as well as iOS and Android devices.
Despite going dark (at least on the news/update front – more on that in a forthcoming blog update) for a few months, we’re back in full swing, we have released a new set of screen shots showing various parts of the game world and assets. Some include our atmospheric lighting tweaks and other cool stuff.
We’ve put together an amazing custom engine that seamlessly integrates our space and planetary worlds, complete with the ability to traverse between space and planetary worlds, while supporting the ability to do combat indoors, in space, on the planet etc.
Enjoy the shots! More to come!
It’s been a while since we last talked to Derek Smart. A year and a half, almost, if you’ve been keeping count. Last time we talked about Quest Online and Alganon, focusing on aspects of free to play and how Quest Online was promoting the game. With the approach of Line of Defense and a few changes over the past year in the free to play market, I thought it was about time to get back in touch. In the interview, we discuss Line of Defense including plans for the game’s monetization, the use of lockboxes in other titles, and some thoughts on the competition for Line of Defense. I always enjoy the opportunity to have a chat with Mr. Smart, he’s one of the few people I can trust to not hold back or filter his answers through a PR machine.
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