Hallo Leute, ich bin Paulo Ítalo, Künstlerischer Leiter von Heavy Metal Machines, und ich werde über die Kreation der Halloween-Artikel für des Metallophobia-Events 2019 sprechen. Um mit der kreativen Arbeit zu beginnen, haben wir uns von Monstern aus Horrorfilmen, die wirklich in der Halloween-Zeit präsent sind, und den Community-Vorschlägen inspirieren lassen. Wir hatten eine Explorationsphase, […]
Schlagwort: dev blog
DEV BLOG #16 – Warum und Wie wir den neuen Trainingsmodus entwickelt haben
Hallo zusammen, ich heisse João “Ousado”, und ich bin ein Game Designer hier bei Heavy Metal Machines und vor ein paar Wochen haben wir den neuen Trainings-Modus in das Spiel eingeführt, damit Anfänger ihre Fähigkeiten in Matches gegen Bots und mit speziellen Modifikatoren üben können, um das Erlernen und Verstehen des Spiels zu erleichtern, ohne […]
Programmierung des Interfaces für die Metal League.
Wie läuft’s, Metal Gladiators? Ich bin Will, ein Gameplay-Programmierer mit dem Schwerpunkt UX/UI (oder auch Front-End). Meine Aufgabe ist es, den Schöpfungen und der Vision der UX-UI-Artists Leben einzuhauchen, und das war auch bei der Metal League nicht anders. Die Erfahrungen mit dem Metal Pass haben uns deutlich gezeigt, wie wichtig separate Anzeigemodelle auf […]
Dev Blog #9 – Creating an intuitive User Interface
Hi, Metal Gladiators! How are you all doing? I hope you’re good 🙂 This is Camii Bathory, UI/UX Lead Artist, and I am here to tell you what’s behind the User Interface of Heavy Metal Machines. The game has had many changes throughout the development process and it had a direct impact on the […]
Dev Blog #8 – How we brought Stargazer from Space
Howdy, Metal Gladiators! Have you missed me? I am back. Today I will share with you the story behind the creation of one of the most challenging characters we ever made: Stargazer. You wanted to know about her, I wanted to tell you, so now sit tight and enjoy the flight! This time, the […]
Devblog #7 – Into the abyssal ideas of the Season 2
Hello, Metal Gladiators! It’s been a week since the Into the Abyss season is out there on the streets and we know that you are loving it! Why? Because you all have been writing very positive Steam reviews! Ah, there are those Discord-engaged pilots who tell us everything over there — and this is very […]
Dev Blog #5: How we made the Effects for the Metal Pass
Hi guys! Between so many new items available in the Metal Pass, the Effects are certainly my favorites (after the Nordic models). How about yours? It is also something that brings respect to the match! Like when you score and a giant sword comes down from the heavens into the arena! I even had to […]
Dev Blog #4: Icebringer: a simple man
As you know, we have just released Heavy Metal Machines (OH YES!). With it, we also brought the Metal Pass (super cool, right?) and (after A LOT of spoilers) we launched the 14th character: the Icebringer, a transporter. He is a simple (and handsome) man, who drives a truck to deliver ice in Metal City. […]
Dev Blog #2: Graphics programming in Heavy Metal Machines
There are many steps in the developing process until the game’s final version is in good shape for players. As players, we all know the importance of performance when we’re talking about graphics. It is so good when you hear the classic: “this game could run in a calculator!” — Which means, the game performs […]
Dev Blog #1 Designing and programming the Audio in Heavy Metal Machines
There is a saying in the musicians’ circles: “if you didn’t notice the drummer, it means it was well played”. Game soundtracks have this same tonic. If you didn’t notice it and had a good experience playing that game, it means the audio helped you and provided the proper feedback to the action. In Heavy […]