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. […]
Kategoria: Dev Blog
Blog deweloperski #3: Proces tworzenia Metal Pass w grze
W tym miesiącu nasza gra typu MOBA z walkami samochodów będzie miała swoją oficjalną premierę na serwisie Steam. W grze Heavy Metal Machines zostanie wprowadzony nowy system progresji – „Metal Pass”. To nowy system progresji, który będzie przydzielał nagrody w postaci wielu tematycznych przedmiotów, w czasie gdy walczycie na arenach. System dzieli się na sezony […]
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 […]