Dev Log - (001)


Source -> Cold Blooded - Soldier's Rift

To kick off our first dev log onto the site, going to generally go over the concept of what Cold Blooded was and what it become while posting some screenshots of the current version! 

Originally when we were hammering down the Idea for what the game was going to be we started off as a Reverse Xcom game, something you could make a Squad and send them into a mission to take over a planet. This... changed a lot from our first idea, as we found an RTS game was more our calling, and so we went on to settling for a setting.

Why the Cold War? Why fantasy races? Well, why not? It's one of those things where we just want to make games no matter the weird and wacky concept and we felt that something like this is interesting, as most media do not have differencing races in general.

Above here is a test Image from the first level currently in development, it's in a rough state but it's slowly coming along, dynamically adding terrain as we go to bump it up and allowing for more dynamic fights, it's all together, just taking the time of assembly. Like we just got grass implemented very recently, like the opening video above

More so soon when we will be doing a pass of Territory and it's respective Fog of war, something that software engineering wise I had to really think about was how do I dynamically make territory be readable? And it's due to those green squares in the sky, they read and relay information throughout the whole game, like Fog of War, what is visible, current units attacking, attack power, etc..

Thank you for coming to this small little Dev log and reading up on Cold Blooded! There will be a Free Demo coming on the 23rd of April, stay tuned!

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