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 […]
Kategori: Dev Blog
Dev Blog #6: The legacy of Temple of Sacrifice
Hello, Metal Gladiators! How are y’all feeling today? I hope everything is well over there! Let’s talk a bit about the improvements on the Temple of Sacrifice? It was a task force that really counted with the support of this amazingly-engaged community (a.k.a you)! Before the technicals aspects, let’s think about legacy. This is one […]
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. […]
Geliştirici Blogu #3: Oyun Metal Pass Özelliğini Tasarlıyor
Bu ay, MOBA araba yarışımız resmen Steam’de yayınlanacak. Heavy Metal Machines’in “Metal Pass” adında yeni bir ilerleme sistemi olacak. Bu, sen arenalarda savaşırken onlarca temalı öge ödülü verecek yeni bir ilerleme sistemidir. Sistem, sezon ve temalara ayrılmış olup senin seviyen yükseldikçe özellikle Road to Málmheim adlı ilk sezonda yepyeni ögeler tanıttığımız için oyuncunun oyunda ilerleme […]
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 […]