About this blog
Updates and posts about the development of Broken Limits Media's game, the Undead Castle.
Entries in this blog
[font=verdana]Just a little quick update via Video. Enjoy![/font]
[font=verdana][color=rgb(51,51,51)]Please check us out at [/color]BLMdev.com[color=rgb(51,51,51)] and IndieDB.com[/color]
[color=rgb(51,51,51)]Follow us on Twitter.com/blmdev and Facebook.com/BrokenLimitsMedia[/color][/font]
Hello followers and interested readers! I just wanted to give a real quick update to let you all know that we're still alive and that we plan on releasing our very first playable Prototype Demo within 3-4 weeks! Woot! If all goes well, I'll be taking the demo to PAX East in April!
Please check us out at [/font][/color]BLMdev.com[color=rgb(51,51,51)][font='Trebuchet MS'] and IndieDB.com
[/font][/color][color=rgb(51,51,51)][font='Trebuchet MS'] [/font][/color]
[color=rgb(51,51,51)][font='Trebuchet MS']Follow us on Twitter.com/blmdev and Facebook.com/BrokenLimitsMedia
What are we up to?
- Rebuilding our game website
- Animating Angry zombies
- Animating Asher (main character)
- Designing HUD and GUI (practically finished)
- Modeling Assets (never ending gig)
- Working on a Teaser Trailer!
- Cranking out Sounds and Tunes
- And other awesome game dev stuff
Thanks for reading! I'll update you again very soon.
Alas! We're closing in on our biggest update for the Undead Castle! Our first actual demo of the game. This will include a fully controllable and playable main character (Asher), basic / common Undead enemies, and an interesting game play area to explore and slay zombies in. [/font][/color][color=rgb(102,102,102)][font=Arial]
Tell me more!
Broken Limits Media is cranking out 3D assets, undead audio sounds, and game play elements every day! We're now 10+ strong and making more progress than ever. You can bet that this indie dev isn't going to die out like many of the other ones. I'm going to make sure of it, as I always have. We may lose members here and there and hit some of the usual indie roadblocks, but there's one major difference in my team. Me [/font][/color][color=rgb(102,102,102)][font=Arial]
Enough of that. What about the zombies?
Well, the zombies... You're all probably tired of zombies by now. Some of you may not be, but I'm sure many gamers and avid movie goers are tired of zombies. That's not a problem if you want to check out the Undead Castle. Our game is not all about zombies. In fact, the zombies are more or less just your common enemy. Our game is about secrecy, government, fate, destiny, the afterlife, and much, much more. Oh, and if you didn't already know this from previous posts, the game is set 3000+ years from now in a land called Unden, ruled by the Devotion Monarchy, a form of government which has banished technology and lives as if they are medieval. But, there is always a way around the rules and laws. Surely you cannot expect that after 3000 years this region has fallen under absolute obedience, never giving hope to the return of advanced technologies. Perhaps the major enemy, the Revolution (aka Revolt) will prove that not even the powerful Devotion can stop the ancient ways of life (hint: We ((in reality)) are Ancients). [/font][/color][color=rgb(102,102,102)][font=Arial]
Still not interested?
Come on... That's not enough nuggets of information about our game? Fine... [/font][/color][color=rgb(102,102,102)][font=Arial]
So there's this whole other side of the story. The Devotion are very religious people. Some might even say that the Revolt is a sub-sect of the Devotion, aiming to improve the lives of the people of Unden. So what do these groups believe in and "who" do they give devotion to? They believe in the Overworld. They devote themselves to a clean and righteous life so that when they die, their souls will have good fortune in the Overworld. Without going into too much details about the Overworld, I'll tell you that souls from the Overworld may communicate with our game world and be of assistance or hinderance to our main player, Asher. The Overworld contains a vast realm of all souls of all mortals (no heaven/hell). In this place, deities exist and reign over lesser souls. Some deities have grown wicked and greedy with power. One of these wicked, Marz is blamed for starting the undead outbreak 3000 years ago. Another deity, Agape will commune with Asher and collaborate with him to thwart the plans of Marz. And that's I'll I have to say about that. For more, you'll have to wait patiently. [/font][/color][color=rgb(102,102,102)][font=Arial]
If this game interests you, please leave us feedback. If you're excited about the release of this game, please show your support. Visit the following: www.facebook.com/brokenlimitsmedia, some of Undead Castle's Art, and our Blog. [/font][/color]
[indent=1]Hello gamers! I'm just going to leave a quick update about the Undead Castle game project. Please check out our Vines giving updates to the game. Keep checking in there for weekly updates. [/font][/color]
[color=rgb(51,51,51)][font='Trebuchet MS'][indent=1]Lately I've been messing about with the animation for our main character. Honestly, I'm a newcomer to modeling and animating, but I think I'm getting the hang of things. I'm really just trying to help out so the better members can focus on building more assets and getting them into the game. Those Asher animations you'll be seeing more of, they're my attempts at animation. Be nice ;D [/font][/color]
[color=rgb(51,51,51)][font='Trebuchet MS'][indent=1]We're probably going to make a big announcement soon, so keep checking in for that. We don't want to make it a definite, so I can't let it out just yet. [/font][/color]
[color=rgb(51,51,51)][font='Trebuchet MS'][indent=1]We hope to hear more from you all! Share this project with your friends and like us on Facebook! Thanks! [/font][/color]
The Undead Castle
[indent=1]Unden is a country thousands of years old, with the peaceful Devotion monarchy that seems too powerful to topple or appose. The founder, Roman Haas, left behind strict religion and documented his life and laws through the Devont, the Devotions bible. This land of Unden, rich with history, will make a fantastic play world for our game, the Undead Castle. [/font][/color]
[color=rgb(51,51,51)][font='Trebuchet MS'][indent=1]Unden Valley is a region in Unden with mountains surrounding a large open area and two cities, Ryhart and Oltin, at either end of the valley. These cities are iconic and ancient. Ryhart is threatened by the Revolt early in our game and a hero must arise. Asher is the servant of the baron of Ryhart, Edwin Bernal. [/font][/color]
[color=rgb(51,51,51)][font='Trebuchet MS'][indent=1]Asher knows very little of his destiny, but the deity Agape sees that he holds the future of Unden in his fate. She communicates with him and instructs him to do her works for the betterment of the kingdom. He is properly motivated, but we will save that bit for later, so as not to spoil the story in the game. [/font][/color]
[color=rgb(51,51,51)][font='Trebuchet MS'][indent=1]The biggest features of Unden in terms of story:
Unden - A country sustained for thousands of years during a zombie apocalypse. Vast history.
The Devotion - A religious force with ancient knowledge and everlasting dominance.
The Overworld - There is not heaven nor hell, but the Overworld. All souls reach this place.
The Revolution - A divided group split from the Devotion. They seek to overthrow the Devotion.
Asher's Fate - Who is this young hero? How will he affect Unden? What will he become? [/font][/color]
[color=rgb(51,51,51)][font='Trebuchet MS'][indent=1]There will be updates and sub-stories as we develop the game. Keep checking in. [/font][/color]
[color=rgb(51,51,51)][font='Trebuchet MS'][indent=1]If you liked what you read about Unden, Asher, and The Devotion, please share with the world!
Keep your eyes open for an update on when we're going to release our first playable game demo! (Hint: It will be soon) [/font][/color]
[color=rgb(51,51,51)][font=Georgia]Undead Castle's Game Design Document[/font][/color]
[color=rgb(51,51,51)][font=Georgia]A Game Design Document means a lot to a game. In fact, it IS the game. Without it you can become lost in a big mess of ideas, random sketches, and designs that might all fit very well, in several separate games! So when you're writing a Game Design Document you've got to know it will hold up the integrity of your entire game. I've been learning that a lot lately. Broken Limits Media has been working for 2 years now. We know our first game project Cubicle Chimera wasn't a fantastic game, and we know it's because it was lacking in so many ways. I take it personally, because I was the one in charge of the Game Design Document and in making sure everyone understood it. The document was a mess! Trust me, I just looked before writing this post. It's still a mess![/font][/color]
[color=rgb(51,51,51)][font=Georgia]So what should I do about our latest game, The Undead Castle's Game Design Document? I've been working on this Game Design Document for a long time. I took a class through the writing of this document. Listen, I wrote about 40 pages or so for the game project, the Undead Castle, and then I started the Intro Game Design course at my community college. I rewrote 80% of the Game Design Doc and added about 10 pages! The instructor didn't want to read my draft very much. She was... Overwhelmed...[/font][/color]
[color=rgb(51,51,51)][font=Georgia]We're hitting development of the Undead Castle pretty hard in this New Year of 2014! I'm stressing over the Game Design Document and tearing those 50 pages up! I've already written the game once, nay, twice! What more could I do you ask? Well that just it! That's the question I'm going to be asking myself throughout the entire life of development of the Undead Castle game. Game Design Documents are living things that need fresh air, love, and hugs every now and then. They need to be maintained and treated like the team pet or some such being. The Game Design Document for the Undead Castle has gone through birth, childhood, and now we're at the point of adolescence. It's ridiculous at the moment and it's giving me a hard time. But, I still love it. =D[/font][/color]
[color=rgb(51,51,51)][font=Georgia]The reason I say the Game Design Document is stressing me at the moment is due to the major changes we're making in the entire game. I'd like everyone who is reading this and interested in Game Design to realize that game projects will succeed if you let them breathe and grow. Don't cloud your mind so badly with the Big Dreams and Goals that you can't see your game suffocating and dying away. Your game may very well suck terribly and you have so much faith in it that you cannot realize the damage you're doing and the time you're wasting on the project. What if no one plays it at all because you've added features you think will take to the market, yet in reality they will sink to the bottom of the ocean and no one will care? That would be very unfortunate and that's why I've decided to completely rewrite our Game Design Document. [/font][/color]
[color=rgb(51,51,51)][font=Georgia]I'll explain how I changed the Game Design Document soon after this post, but let me know what you think and if you've ever made such a huge change in development like this. I'd like to know of your successes and failures. We can learn from one another.[/font][/color]
Hey everyone. Just a quick post to redirect you to our IndieDB profile!
Please! Check us out in IndieDB.com and read our post!
It's just a little update. Also, we're at 136 at the moment. Hope those numbers get even better! You can make it happen! Go visit the page =D
Indie Game Developers[color=rgb(51,51,51)][font=Georgia]
So what qualifies Broken Limits Media as an indie game developer? We're a small team, we don't have a lot of money, and we're passionate about developing indie games! That's what counts in this corner of the gaming market. We're not out to make millions. We're not able to turnout games with the best graphics and movie-like cutscenes. But, we're going to make a difference. Indie game developers are on the rise and we're along for the ride. With the creative freedom indie game developers have today, we're able to work on games on the side, express ourselves creatively, listen to our audience of gamers, and crank out a really fun to play game. [/font][/color]
Another qualifying factor is a track record. We've developed one small indie game called Cubicle Chimera. It's a true indie game. It's simple. It's fun. It's free. Play around with it a bit and leave us some feedback. We know it's not an AAA game, but that's alright. When we started making indie games together we agreed to build a quick, small, free game to test the waters as a team and see how things go. Well that's exactly what Cubicle Chimera is all about. We believe all indie game developers should start out this way. Test the waters. See what works for your team. [/font][/color][color=rgb(51,51,51)][font=Georgia]
Main Menu from Cubicle Chimera [/font][/color]
Only Tony Stark can say something like "Sometimes you gotta run before you can walk" and get away with it. Chances are, you're not Iron Man. Chances are, as an indie game developer you're one person or maybe a team of two or three. If you're like us, you've got members who have lives, you need to make an income to support your needs and wants, and you're playing too many games! We can't afford to think we can take on the world right away. Those big MMO's I always hear about from new indie game devs, unrealistic and outrageous. Please, keep it simple and make games! That's what's going to qualify you as an indie game developer. Not "Oh I'm working on a game where..." Blah blah blah. Gamers like to play games, not hear about them. [/font][/color]
Good fortune to you all. We hope to see a lot of indies rise over the next 5-10 years. Hopefully the gaming industry continues on its current path. [/font][/color]
I recently had the opportunity to pitch to investors in Maryland, US. Please view the video and upvote it so I have a better chance at getting an investor interested in my project(s). If it is voted up enough I'll move on to the next stage in the pitch competition. Either way, pass it around and I'll have a bigger chance of outreach and exposure to the Undead Castle and our other game projects! If you're interested in helping out, just drop a line at brokenlimitsmedia.com/join. If you're interested in helping out financially, brokenlimitsmedia.com/contact. Thanks everyone!
Well, it's time for some change in the way we're doing things at BLM. Unfortunately, some of our members have departed and others are not functioning at their best, if at all. This isn't the kind of thing followers want to hear, but I think it's fair to give an update and my personal assessment as to what is happening here. There are probably other indie teams out there that are going through the same things as we are, so this information might be useful to them as well. Many gamers interested in indie games are well aware of the fine wire indie devs walk upon. Sometimes, it's only a matter of time before the studio completely halts a project and eventually breaks off, never to finish the project. But this is Broken Limits Media LLC and I'm Allen Lambert, a dedicated, growing game developer with strong intention to change the way games are made. I'm not going to let anything stop us.
Broken Limits Media has been operating for two years and we have one game out called Cubicle Chimera But, we've struggled. We've had a lot of members come and go, but when we went through hard times I got busy and searched for answers. I would either find new members to join our efforts or learn how to do the work on my own and do it. The function of Broken Limits Media is to help students of the industry (like myself) gain experience on a real, working team and potentially earn a profit in royalties when we sell the games. That's my goal and expectation of any member of the team. I'm passionate about what we do and I look for other passionate individuals.
It's a hard blow to the moral when something goes wrong in development. We had a bad deal a while back and we've struggled ever since. I'm trying to take a new spin on things though. For the first portion of development of our game, the Undead Castle, I'm going to have the team focus on just one portion of development. The programming and audio departments of the team are going into a stasis while the art team develops concepts for characters and the overall game world, 3D models/assets, basic animations, GUI art, and anything else art related. I'd like to see the team finish a very big portion of the art, up to the point where we could do some demo videos of potential gameplay and teaser trailers. Only then will we bring in the programmers again. The coders will be able to flesh everything out with momentum rather than wait for each piece of art to be completed. As for myself, I will continue to develop what I call "reference art" (as I'm not as good at drawing from memory as I am with still-life) and I'll continue working on the Game Design Document, which is great at the moment, but needs about another 50 pages, doubling its size!
One more thing. Traditionally, we've had students from around the world join the team. That's still going to happen, but I'm seeking talent in the Columbia, Maryland area or within range. I've already found a few local students interested in helping out and I see good potential in each of them. To the other indie studios out there, you might be able to do something similar. Look for students at nearby schools. There's talent out there, it's just a matter of finding it. I plan to make a stronger effort finding game dev students in the area. We will be able to meet 3-4 times per month in person, or more frequently, to hold discussions, work on our current tasks, and punch through development with precision and swiftness. Along side of this plan, we hope to reach potential investors in Maryland. I had the opportunity to pitch the company through a group called http://www.startupmaryland.org/. My pitch will be introduced to investors looking for a good startup. We don't have fund at the moment, but the money we could get from backers would go towards licensing fees, testing equipment, and (if we hit the jackpot) office space (have to be ambitious...).
We're going to get things done. I refuse to allow the team to slack behind and die off like so many other promising indie developers out there. If I have to learn everything myself and build the game on my own, so be it. Phil Fish of Fez did it. Notch did it. I might not be that talented now, but anything can be learned. And I'm not saying that's what it's coming down to, I'm just saying there will never be an end to Broken Limits Media. I'll see us through, and if you're a struggling developer, I hope you see it through as well! I hope this update is encouraging and uplifting to your team and morale. As for our followers, you're going to see a high quality zombie game developed by BLM. Probably not within this year, and maybe not within the next. But, you'll get a taste of indie innovation from our team. I promise.
[color=rgb(255,255,255)][size=2][background=rgb(34,34,34)]SERMON 5: THE DEVINE[/background][/color]
From our website/blog: [/font][/color]Sermon 5
[color=rgb(102,102,102)][font=Arial]Roman Haas holds his fifth sermon with an audience of 55 members of the Devotion, a brand new movement to adapt to the effects of the Hyper Reanimation outbreak (zombie infection). The Devotion meets in a church for the first time. In the past members would sit outside on the ground, wherever their travels took them. Roman has led his new movement to a small town to hold, hopefully for several weeks. His sermon begins with an announcement for all to gather and listen. [/font][/color]
[color=rgb(102,102,102)][font=Arial]"Good day to all of the Devout. I am pleased to have you all gathered here, in this small town, in this small church. Our numbers are growing and our passion follows. You are all a very important part of something bigger than any of us could probably imagine today. Even I don't know where this new movement could take us. I'm pleased, to say the least. Our journey has not been easy, but we grow stronger in numbers, knowledge, and wisdom. Peace bonds us together and diligence strengthens our cause. [/font][/color]
[color=rgb(102,102,102)][font=Arial]A few months ago I spoke to a smaller portion of you, when the Devotion was springing to life. I explained how my life was changed by the wisdom of an old man in my path to understanding the afterlife. He spoke of a place called the Overworld: A place where all souls eventually end up. The Overworld is not a place like heaven or hell, but the combination of the two. Please, do not be troubled by these ideas and truths. For thousands of years humanity has searched for answers to our purpose in life in this world. We have developed countless religions, created our own, and even evolved some religions out of other, preexisting religions. I am here to tell you that we have strayed far from what has always mattered in all religions: The relationship we as individuals have with all of existence. [/font][/color]
[color=rgb(102,102,102)][font=Arial]I know this might be hard to understand and I know most of you might resist at first, but I've studied for some 15 years in libraries across a great distance of land in my travels, living in these dark times. I have amassed a great understanding of this world, which, over our time together I will share with all of you. As for the message I have for you all today, please be patient and listen earnestly. [/font][/color]
[color=rgb(102,102,102)][font=Arial]The Devine is the basis of our new way of life, as the Devout members of the Devotion. The Devine is not a god. The Devine is not an idol, figure, statue, or any other physical manifestation we can worship, praise, or give glory to. The Devine is our reference to the balance, dependance, and unity of all things. Let me explain these things more clearly. [/font][/color]
[color=rgb(102,102,102)][font=Arial]The Overworld is one of three realms where souls may eventually go. In order to have peace and prominence in the Overworld a soul must be righteous inasmuch as mortally possible. Only the most righteous souls are given higher status and power in the Overworld. Evil doers, as stated in many religions, will be poor while the righteous will be rich. the Overworld judges all souls on a level of righteousness. That is the most important thing to know as a member of the Devotion. [/font][/color]
[color=rgb(102,102,102)][font=Arial]The Devine is the vessel through which we will achieve our maximum potential of righteousness together. The Devine is the way to peace, solace, and eternal greatness. It might be easier to understand the Devine and the Devotion as one in the same. Our effort is to uphold the laws and ways of the Devotion, and to claim our victories through the name of the Devine, the essence of all things working together for the greater good of all things. A challenge to comprehend at first, but I will guide you all. [/font][/color]
[color=rgb(102,102,102)][font=Arial]And yet, I cannot leave you with just this information alone. It still seems too overwhelming and under-explained. It may be more difficult to accept for those who have already believed in another way of life. [/font][/color]
[color=rgb(102,102,102)][font=Arial]Remember Devout. All souls reach the Overworld. To get there with power we must live righteously. Otherwise, we will be week and useless in the Overworld, being forced into the oppression of souls stronger than our own. The guaranteed way to become powerful in the Overworld is to live righteously in this mortal realm. Yes, we may do this through many religions. However, a change in times calls for a change in the ways of life. We live in the time of the undead. This world is not our own anymore. I strongly believe that the Devine, the essence of all good in this realm has established this new sickness as a punishment and cleansing of evil on Earth. We have long been ensnared by the evils of our modern technology. We have become too dependent on technology and have forgotten peaceful ways of life. It's time we listen to our calling. It's time we work towards a better world and towards a better eternity. [/font][/color]
[color=rgb(102,102,102)][font=Arial]Please study my new, developing text, the Devont. Learn more about what I've told you today. You will find a great deal of my personal experiences blended strongly with my understanding of the Devine and the Overworld. Feel free to reach out to me for a deeper understanding, and let me know if you encounter any outsiders. We must grow our new found faith so that we extend peace and unity to this rotten, undead world. Go in solace." [/font][/color]
[color=rgb(102,102,102)][font=Arial]Hey everyone. Allen here. I took an hour or so writing this to better explain the Devotion through the eyes of the founder, Roman Haas. I hope you enjoy! If you do, please spread the word! The game, the Undead Castle will contain a lot of texts like this one, scattered throughout the town of Ryhart. You can read these texts to get a deeper understanding of the history of our game universe and the land of Unden. Or you can skip them. It doesn't matter, but in the game you might be led to pursue a different moral path based on your findings. Something to think about!
Please share! Thanks for your support! [/font][/color]
Thought I'd drop in and give an update to the Developer's Journal on GameDev.net.
The team is at about 14 members, including myself. I'm Allen by the way. The owner of Broken Limits Media and leader of the team. Some of you know I started the team to help students find a way to build their experience and portfolios. You can be a part of that experience building opportunity. Just head over to Broken Limits Media's Join page and sign up. We'd love to grow the team with fresh and focused experienced members!
As for the Undead Castle, I think it's time again to go over why we're building this game. Reason number one: Who doesn't love zombie thrillers? Answer, only jerks. Even my church pastor is very involved in the Walking Dead social ring. My old man got me into the series. It's outrageous. Zombies are awesome. What more could we offer in a zombie game? A fresh, innovative experience. Yes. We promise a fresh experience, but we (I) don't want to give it away right now so you'll have to trust us and throw us some support. This is our first Major project so it makes me nervous to give away so many details of the game. Have you noticed you just read about 200 words and haven't really heard much about the project itself? "What's with this guy" you're saying.... Well I'd like to see a slightly, much larger, significant, small increase in hits to our content before giving too much more away. I'm not asking too much am I? Okay okay. Enough stalling.
The Undead Castle is a medieval zombie game based in the year 5431. "Wtf" you say? Screw tradition! Am I right? Who needs it. (Insert standing ovation). We decided that medieval + zombie = fun, but not enough fun, as far as story plots and new styles go. So, I created the Devotion. These guys gathered around Roman Haas, a bad-to-the-bone, preacher! "Wtf" you say a second time? Yea! This guy Roman lost half his family (a wife and son) to a fire some years before the undead, and then he lost his oldest son AS an undead. He had to put a sharp something into his undead meat chomper. Poor guy had a lot taken from him, so he went wild for a few years. He settled down eventually and learned that a path of righteousness was the only way he could see his family again in the afterlife (alternatively known as the Overworld). Once he learns of the path to righteousness and the truth of the afterlife (as told by a strange old man), he begins his own religion and gathers a band of people to unite a large mass of people.
Small recap: Roman Haas looses everything, he kills everything in his path for a few years, then becomes a "holy-man," and starts a religious organization called the Devotion. Eventually, he becomes the King of this new movement (dubbed by his followers), leads the Devotion to overtake a large mass of land, and kills any opposition in the name of the Devine, their god-like figure. The Devine by the way is not a god, but it is worshiped and talked about in similar ways. The Devine is actually the goodness of all of the universe. This is why the people call themselves the Devotion.
So let's skip ahead a few hundred years. The Devotion gains a lot of ground. Roman Haas did well in establishing a groundworks for how the Devotion should live on as a whole, well after his departure. They were to uphold a key priority to suppress the will of personal desires and increase their knowledge and righteousness. The goal for the Devotion / Devine is to become a group of people above all other groups, races, or civilizations to ever have existed. The goal is to find true solace, wholeness, and humility. This was/is the only way to have good or great standing in the Overworld (afterlife). So the Devotion spends a few hundred years focusing on seeking out libraries around the world and salvaging information to keep their people well educated. They spend great resources to gather new followers and destroy the opposition, and they implement over a long period of time, new ways of life. These new ways start with simple things like learning how to use a bow and arrow in preference to an automatic weapon, meditating and growing spiritually, and getting rid of the desire to use modern technology for even the simplest of tasks. They become experts at using the land for any and all purposes.
A few thousand years is a long time. Our game history is vast. The people of the Devotion have countless battles and rivalries. There will be extensive content found in our game via books, notes, journals, and other dark, secret events and objects. There has never been a perfect civilization. How is/was the Devotion able to survive through the years? After some 3000 years, wouldn't they eventually topple, paving the way for a new civilization or people to rise up, as the Roman Empire became the Byzantine Empire? Not necessarily. The Devotions' success may have stemmed from a similar feature of Woodbury from the Walking Dead series (spoiler alert for those late watchers). Woodbury, having a tyrannical leader, only allowed people to join their town, not leave it, and even with that "rule" they still turned down (murdered) other outsiders for their resources. As stated, no civilization is perfect, even if the are religiously guided.
I hope you enjoyed that bit of exposure to the world of the Undead Castle. I enjoyed sharing it, even though I was reluctant. I tend to be a reserved individual.
Keep updated on our work everyone! You can find good resources about the team on our main site, blmdev.com. Please feel encouraged to leave a message/comment here or on the site! Thanks.
Greetings all. Thought I'd drop another journal since it has been forever...
I'm going to be a little lazy on this one and post from our blog. You'll be able to find this on our site blmdev.com and indiedb.com
[background=rgb(51,153,0)][font=inherit][background=rgb(255,255,255)][font=inherit][font=inherit]Roman Haas wakes everyone early to "preach" to them. This is one of his many Sermons. In our game, The Undead Castle, you will play as Ekor. You may search Ryhart (the town you play in) and find many journals, notes, notebooks, and other texts. Sermons will be of the more common texts you will be able to find. Enjoy![/font][/font][/background][/font][/background] [/font][/color]
[indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][background=rgb(51,153,0)][font=inherit][background=rgb(255,255,255)][font=inherit][font=inherit][font=inherit]I remember every morning I would wake to the sound of birds chirping outside my home. They never changed their plans. They never woke up one morning and decided not to chirp at the same exact time as the day before. They didn't squander or stray from their life path. They woke up and sang every weekend while I was trying to sleep in. I did not have to wake. I did not have a job to go to or anything to tend to but my lawn. It was the weekend and the weekend was mine to relax. Then, the weekend was over and I would put my son on the bus to school and shuffle back to work.[/font][/font][/font][/background][/font][/background] [/font][/color]
[indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][background=rgb(51,153,0)][font=inherit][background=rgb(255,255,255)][font=inherit][font=inherit][font=inherit][font=inherit]We have long had a system and way of life, but that has been taken from us. Our Devine had led us here. He has led all of you forward to me. Your entire lifetime is set for this moment for you to hear my words and the words of my friends. I woke you so early to hear this message because I want you all to experience something important. Let's not call this a lesson, but an experience for experience is observation of fact or event. Experience is gaining something to sharpen yourself.Now. Listen with me. Listen to the creatures surrounding us as they wake on what we used to call a Saturday morning.
Birds begin to chirp[/font][/font][/font][/font][/background][/font][/background] [/font][/color]
[indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][background=rgb(51,153,0)][font=inherit][background=rgb(255,255,255)][font=inherit][font=inherit][font=inherit][font=inherit][font=inherit]Do you hear how they are so care free? Do you hear their diligence? They do not squander. They awaken each day just as they did the day prior. They will begin to search for branches and straw for their nests and worms for their bellies and infants. They will not change their ways from day to day. They will not decide to pick up a device and make an order for daycare, food delivery, or any other service. They themselves will do these things. They will experience what we have destroyed in the past. They will experience life as it was intended to be experienced.[/font][/font][/font][/font][/font][/background][/font][/background] [/font][/color]
[indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][background=rgb(51,153,0)][font=inherit][background=rgb(255,255,255)][font=inherit][font=inherit][font=inherit][font=inherit][font=inherit][font=inherit]My wisdom is no greater than what yours can be as the Devout sons and daughters of the Devine. The Devine is all things united peacefully with solace. We cannot squander in this dark age. We cannot stumble intentionally with the thought that we are achieving something great. Why do you think the birds, the bears, the fish in the sea, why do you think they continuously do the same things each day without change? Because it brings peace to their lives and souls! They do not have worries or troubles. They do not aim towards achieving useless goals.Let us live for the Devine in these ways. Let us go and become like the birds.You may depart.[/font][/font][/font][/font][/font][/font][/background][/font][/background] [/font][/color]
We're sure you've seen the nice Undead Castle title shot on the homepage! If you haven't, jump over there and take a look. This blog isn't going anywhere. [/font][/color][color=rgb(102,102,102)][font=Arial]
You like? We thought so. Credits go to Linda Lagzdina, our lead concept artist. She's also working on most of the art for a side project we're doing called Wooly. Actually, we haven't told you about Wooly yet. Let's do that now! [/font][/color][color=rgb(102,102,102)][font=Arial]
Wooly is a game about a little Wooly Aphid. She has lost her eggs and is trying to gather them back to their nest. In the process she must use her own natural cotton-like silky strings to provide the eggs with bouncy platforms to move around the level safely. If she fails, the egg will drop, get stuck on spiky branches and sap, get eaten by bigger bugs, and otherwise destroyed by the natural surroundings of bug life. These creatures are super small. As small or smaller than ants! Ants farm these little guys too! That'll play in the game at some point. We'll likely use ants as allies the player can call on to clear blocked ways, defeat some enemies, etc. [/font][/color][color=rgb(102,102,102)][font=Arial]
The game is in early prototype phases and concept stages. We've developed this game based on a completely different game concept by BLM. We simply took that concept and laced it with a better theme.
Remember =] (C) Copyright Broken Limits Media 2013 [/font][/color]
I've had over 2000 views on my developers journal now, so I figure I should clear the air on what's actually happening with my team and why it might look to some people like we're all over the place. About a week ago there was a post regarding a new contract we had. I took that down. Reasons are confidential, but I can say that the project deal went bad within 4 days, due to a conflict of interests (so to speak). The team was really excited, but we have better things to do than to get burned after working ourselves to death on a "side project." So the big game we're working on right now, the one we have been working on for a few months now (concept/pre production phases) is the Undead Castle. See more about the project on our main page at blmdev.com.
A brief history before I continue: Broken Limits Media (BLM) started out as Broken Limits back in August '11. We went through a number of members and one failed project attempt and eventually finished Cubicle Chimera (cubiclechimera.com) ((Beta)). We decided to rap it up as a beta because it was a project to get our feet wet and familiarize ourselves with development, as a team. It worked for what it was intended for, so don't be too harsh when you play the rusty beta. We know it could be better. After that, I wrote a few concepts for the team to pick from and everyone leaned towards the Undead Castle. All the while, from about March 2012, I was communicating with the potential client. That fell through though.
Now we're working on the Undead Castle and we're concepting another game to make back some of the expenses incurred on the short-lived, bad contract deal. Those who have been on the team for the majority of BLM's life, the core team will develop a small mobile game project. It is my personal interest to develop a game relative to the Undead Castle as a setup for the bigger version of the game. Maybe the Undead Castle 2D or similar. On the other hand, I've created a few other concepts relative to popular casual games. Not the artists way, but again we're trying to make back some of our money and boost our funds for the bigger game.
Hopefully, if you're viewing this you're interested in what we're doing and how far we've come as a team. If you are, please leave me a comment. I would really appreciate the feedback and the declaration that someone is actually interested. I know my passion for development will go somewhere, but the reassurance is encouraging. Thanks!
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It[font=georgia, serif]'[/font]s imperative to start your game project with a strong[font=georgia, serif]'[/font] dignified concept. Without a solid concept stage in development[font=georgia, serif]'[/font] you could end up half way into a game and realize the game doesn[font=georgia, serif]'[/font]t make any sense. That[font=georgia, serif]'[/font]s why I[font=georgia, serif]'[/font]d like to talk about my short experience with video game concepts. By the way[font=georgia, serif]'[/font] I[font=georgia, serif]'[/font]m Allen Lambert[font=georgia, serif]'[/font] the owner/project manager and game designer of Broken Limits Media. Follow me @afliii and drop me a message at facebook.com/afliii. [/font][/color][color=rgb(136,136,136)][font=Arial, Helvetica, sans-serif]
In the 1.5 years I[font=georgia, serif]'[/font]ve been writing for BLM[font=georgia, serif]'[/font]s projects I[font=georgia, serif]'[/font]ve realized that a crucial[font=georgia, serif]'[/font] sometimes lacking area of game development is in the very beginning. The conceptual stage(s) of the game are the most important moments of development. It[font=georgia, serif]'[/font]s like the beginning of a game (as relevant as it can get). All video games start out with an opening story to lay out what the heck is happening. Do we have a time limit on how long we have to kill every terrorist attacking the nations[font=georgia, serif]'[/font] capital? Why are there terrorists in the capital? Who could have allowed them to get here[font=georgia, serif]'[/font] what technology do we have to defend ourselves[font=georgia, serif]'[/font] what do they have to use against us[font=georgia, serif]'[/font] and will they turn into zombies after we kill them? There can be a lot of information in the opening scene. In the beginning[font=georgia, serif]'[/font] there was an idea[font=georgia, serif]'[/font] a way[font=georgia, serif]'[/font] knowledge required to move forward. There must be a strong beginning to be a strong ending[font=georgia, serif]'[/font] because as they say[font=georgia, serif]'[/font] [font=georgia, serif]"[/font]You finish how you start.[font=georgia, serif]"[/font] [/font][/color][color=rgb(136,136,136)][font=Arial, Helvetica, sans-serif]
If you start your game concept lazy and begin to develop a game based on a lacking game concept[font=georgia, serif]'[/font] how do you expect to finish a quality game? Chances are you[font=georgia, serif]'[/font]re going to have issues. BLM is taking 2-3 months to simply do concepts[font=georgia, serif]'[/font] game design building[font=georgia, serif]'[/font] and basic prototype aspects of our game[font=georgia, serif]'[/font] The Undead Castle. We haven[font=georgia, serif]'[/font]t generated any solid models. We haven[font=georgia, serif]'[/font]t cranked out any deep music tracks. But[font=georgia, serif]'[/font] we have sketched models[font=georgia, serif]'[/font] characters[font=georgia, serif]'[/font] tunes[font=georgia, serif]'[/font] and we have a solid prototype with undead following sounds and movement[font=georgia, serif]'[/font] rooms that generate randomly within the castle walls[font=georgia, serif]'[/font] and other basic game features (HUD and so on). We[font=georgia, serif]'[/font]re geared up to work on another game in the 2D platformer genre as well. That game is still in early concept stages[font=georgia, serif]'[/font] because I believe in strong concepts. In fact[font=georgia, serif]'[/font] I[font=georgia, serif]'[/font]m in the process of writing three separate game concepts. I think it[font=georgia, serif]'[/font]s safer to examine multiple options so that the team all agrees on the select project and have a clear vision of what we[font=georgia, serif]'[/font]re going to do. In the early stages[font=georgia, serif]'[/font] back when we settled on the Undead Castle[font=georgia, serif]'[/font] I presented three concepts to the team and they all selected the Undead Castle. It was actually a struggle for me[font=georgia, serif]'[/font] as I didn[font=georgia, serif]'[/font]t know if the game had potential. I wrote it[font=georgia, serif]'[/font] but I was very skeptical. Rest assured[font=georgia, serif]'[/font] the game is going to be great! [/font][/color][color=rgb(136,136,136)][font=Arial, Helvetica, sans-serif]
Let[font=georgia, serif]'[/font]s rap things up. Take your time on making your game concept(s) and don[font=georgia, serif]'[/font]t feel like you[font=georgia, serif]'[/font]re wasting time. You[font=georgia, serif]'[/font]re likely going to develop for at least 6 months for a nice quality[font=georgia, serif]'[/font] polished game. Have your artists[font=georgia, serif]'[/font]coders[font=georgia, serif]'[/font] and song writers [font=georgia, serif]"[/font]sketch[font=georgia, serif]"[/font] along side the development of your concepts. If you[font=georgia, serif]'[/font]re an indie team then building your portfolio is important. Does it hurt to design a song sketch or two that will not make it into a game? I don[font=georgia, serif]'[/font]t think so. Whatever doesn[font=georgia, serif]'[/font]t kill you... Just take your time[font=georgia, serif]'[/font] enjoy writing and designing games[font=georgia, serif]'[/font]and get plenty of feedback. [/font][/color]
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A concept sketch for a game concept. Yes. [/font][/color][color=rgb(136,136,136)]
[font=Arial, Helvetica, sans-serif]Leave a comment if you[font=georgia, serif]'[/font]d like to hear more about Patch. (C) Copyright Broken Limits Media LLC 20[/font]13 [/color]
Another update from the team. We're developing placeholder items, concept art, and we're building our storyline every day. Here's a taste of what Allen Lambert has been working on:
[indent=1]"In a castle-town called Ryhart, in the region Unden, during the height of a vicious plague known as The Sickness, the people are overtaken. The Sickness mutates human behavior by unknown ways, inducing savage, mindless behavior and cannibalism. The people living in Ryhart are dying due to The Sickness, and when dead they come back as what the living refer to as The Undead. The Sickness overcomes most of Unden. In Ryhart, the Baron's (Tejn Ohren) servant, Ekorr, seeks to carry out his servitude to his master and Ryhart by opposing the undead. He is bound to his master through diligence and obedience and feels compelled to save his master. Ekorr had been underestimated by knights and noblemen in the past, proving himself in guard's training events. With a dream to become an honorable knight someday and his companionship and diligence to Tejn Ohren, he was given privileges unknown to other servants. With this close relationship, Ekorr learned basic skills in areas such as small weapons combat, strategic planning, and small medicine techniques. He is now prepared and determined to continue his service to the Baron and Ryhart. He is destined to reclaim The Undead Castle."
So that's a bit of the opening story in short. The programmers are working on things like the undead AI (artificial Intelligence to make them walk around and act "alive"), castle and town procedural generation (so that the rooms and town homes will spawn differently when a new game is played), and general necessary gameplay features like HUD and other GUI. Tyler O'Brien and Josh DeCent are making sure to slam their keyboards extra hard when programming the game! They say it helps with the bugs or something! Meanwhile, the modeler/animators have rolled out placeholder items like a stand in sword, torch, crossbow, and an undead. The audio guys have laid out two tracks to pleasantly spook they players as the undead creep towards them. The concept artists have been sketching some very nice conceptual characters and level designs. Linda Lagzdina's "Lady and Knight" can be seen here in this post. We're going to settle on a more precise graphic style for the game, but any concept art developed up till now is purely reference to the type of character and era/time style we're going for. The game will have a somewhat illustrative/cartoonish look, but not so much that it feels like Borderlands. Think of "smooth" and "thick edged" graphics.
The game is making good progress, even with the holidays. Through this New Year, we will spark a new fire in Broken Limits Media and work diligently to finish a quality game! Thanks for keeping up with us. Keep checking back with us for updates and breakthroughs. Happy New Year everyone!
((From our Blog at thebrokenlimits.wordpress.com))
Our team has been working primarily on researching our game type and style, planning development, and preparing ourselves for the next step in our development plan. Our game design document is outrageous! At about 30 pages and some 6000+ words, the Undead Castle Design Document is still only about 60-75% completed and it grows each day. The team has done quite a bit of research on zombies, medieval hardships and lifestyles, and other successful games like ours, for the sole purpose of making our game just right and outstandingly pleasing to you!
We're currently in the Planning Phase of development. Let's break down the development process so you can keep up with what phase we're in:
1st: Planning Phase. In this current phase, we've researched everything from zombie movies and games to medieval clothing and 1300?s instruments. We've laid down a solid foundation for the game, with a very thick design document. Our programming team has developed a prototype which is still being worked on. The prototype consists of a working player placeholder, a simple zombie AI placeholder, procedurally generated castle walls (hmm procedurally generated?), and equip-able items. The next step in the prototype is getting doors and objects to move around realistically. Our art department will be working on some models (likely placeholders) for the prototype, and our concept artists are working on level and character design. The audio guys are also working on some pieces in background music and a main menu / theme tune. The Planning Phase will last about another month and then we will move into Pre-Pro.
2nd: Pre Production Phase. In this phase we will extended planning and research to practical use and develop a stronger prototype into a pre-alpha version of the game. We expect to have a ton of features, from Procedurally Generated Rooms (in the castle) to functional attacking zombie placeholders. We're going solidify the design document as best we can in this phase. All aspects of development will be fairly solid and clear by the end of this phase, which is around February 17th, give or take.
3rd: Alpha Development Phase. Finally, we will have a solid Alpha build by the end of this phase. Hopefully our Alpha for this game will crush our Beta for our last game! We think it will.
4th: Beta Development Phase. The Beta! In this stage we will work harder to make our game known to the public and release our Kickstarter.com project. We'll be working on fine tuning the game and adding key features, as well as developing and organizing Kickstarter.com efforts, from acquiring backer merchandise to distributing the merchandise. We will prep for the homestretch: Final Dev Phase.
5th: Final Development Phase. Our game will be just about finished, we will seek your feedback on Kickstarter.com, Steam, and we will try to get our build up on Steam and Xbox asap!
So there you have it! The Next Step - from start to finish actually. We're working hard on this game and we plan to release it within a year or slightly
more. Our team of 15 can handle it as well as any. Keep in touch and remember to scream at the top of your lungs, on the highest place you can find, "I love Broken Limits Media!" Check out blmdev.com, twitter.com/BLMdev,facebook.com/brokenlimitsmedia, and keep an eye out for all our updates! We plan to post frequently. Thanks for reading!
Well hello gamedev.net. This is our first journal entry. Woot! Small intro before we get into our game project. We are Broken Limits Media LLC, a team of now 12 members of students of game development and design, with a common goal to make a difference in gaming. I am Allen Lambert, the owner and project manager of the team. Think of me as a jack of all trades, since I help out where I can but primarily in designs and management. We might not all be veterans, but we're all well experienced in our respective fields. We're prepared to make a great game in Unity 3D. We've just finished a game Beta called Cubicle Chimera. Check out our blog to read about the release. We're likely not going much further with CC. We've done a fair job and feel the need to move past our "get to know each other" project to move on to a real, high energy, development.
The Undead Castle is a game about a large castle/town overrun with undead, lifeless zombies. When deciding on a game to develop I presented three game concepts, all with a similar basis to gameplay mechanics, features, and style. We all landed on the Undead Castle and became really excited about building the game. I know what some of you are thinking, and yes we realize there a tons of other zombie games out there and there are plenty more to come. But, how is it any different from all of the fps games out there, or arcade style games, or any game genre? It's actually fine with us, because we know that our designs are going to present an edge. Honestly cannot reveal all the secrets here just yet, but we promise our game will be remembered and loved!
vv From our Blog vv
So Broken Limits Media is working on the Undead Castle. Undead meaning zombies and castle meaning large old structure with big bricks. Pretty obvious where we're going right? Maybe not, so here's some more. The castle you play in is a large, medieval castle/town. There should be homes, shops, a small marketplace, training grounds, tournament grounds, and other medieval structures in our castle town. But, the castle exists in a time when plague was prominent and terrifying. The player controls a servant of the Baron of our castle. When we let this servant roam about in the opening scene, the player will see the sickness and know there is something going wrong within the castle walls. The plague quickly mutates within the walls of the castle and kills the people rapidly, practically overnight. These people awaken, but not with life and not with souls. These are the undead, created by a terrible, unknown plague. So there's your story intro! Imagine a zombie survival game where you have no automatic weapons, guns, explosives, or any modern device to assist you in a zombie apocalypse. Imagine already living in a time when you're always worried about sustainable food, clothing, and even at times shelter from war, plague and other atrocities. What would you do? How would you survive? The Undead Castle will reveal the truth in your ability to adapt and survive. The game will be pretty realistic, with limited resources, only a small available inventory, un-unding waves of zombies that do not wait for you to gather yourself, and plenty more bonuses, secrets, and mysteries of the castle. You're going to be alone with all of those zombies. You might as well snoop around the Barons room for his journal. Just make sure you stick a jousting pole through his undead head before doing your scavenging in his room!
Let us know what you think of this game. It will be released in a little more than a year (no official release date yet), with plenty of updates throughout development, and an Alpha and Beta release within that years time. That lovely creature attached to this post? She's beautiful right? Linda Lagzdina, our concept artist, created that wonderful, flesh eating cutie. Linda will be generating a good feed of images like this one. She's always telling us "Oh. This is a sketch. I will clean it later." If that's a sketch imagine the finished product.
We're really excited about this game. We've done a lot of recruiting and screening for our new members. We have gone from about 5 active members to 12. We're sort of doing a Noah's arc kind of thing here. Two of every animal. Now that we've got them on the boat we need to start producing Work. We need to produce work. We're ready for the next big survival game. Are you? We plan to use KickStarter.com to beg for funds to make this game have an edge over its edge! We're going to release it to Steam via Steam Greenlight and hopefully at minimum release it to Xbox Live Indie Games, but even better we would like to aim for Xbox Live Arcade. Releasing to Steam will not cost much, but for Xbox we will need licenses from Unity 3D which may cost a few thousand. The primary reasoning for using KickStarter.com to attempt to raise money: Free, harmless, profitable exposure. We can upload our project concept to KickStarter.com, hear what you think about it, get more exposure via the website, "sell" or reward Backers game related products to earn development money, and if the project is not fully funded (so we can finish it) then the money is not rewarded to us. We're excited about what KickStarter.com can do for us in terms of exposure and financial stability.
That should do it. You now know most of our secrets. Please come to the following address so we can dispose of your brain for security purposes. We will make sure to put it to good use, as zombie food. Thank you everyone! Thanks for your support. Thanks for your time and attention to our hard working, serious, go-getting team! Please visit blmdev.com Facebook.com/brokenlimitsmedia, and follow us at twitter.com/BLMdev to keep up with our development. Thanks.