June Update

Wow it’s June already… mid June to be specific. This has been another pretty busy month here at Horrible Unicorn. We finally announced the game we’re working on, Legacy of the Copper Skies.

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So that was fun. :) In addition to that, in the last month we finally submitted to the Square Enix Collective. We’re very excited about this, and on Monday June 22nd we’ll be going live on their platform!

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On top of all of that we’ve been working hard to polish up our basic combat. We added a bunch of cool new stuff. Like a new basic and charge attacks for both characters, hit reactions, a new enemy, tweaked / polished controls a bit, and improve our AI. Hopefully we’ll have a video for you in the near future, and you can see what we’re talking about.

Also, we have another new hire, Richard Drozdik. He comes to us from Relic Entertainment, EA, and Ubisoft with a bunch of experience. From DevTest to Production to Writing. He’ll primarily be helping Holly out with the writing, but will likely help us out with a bunch of other stuff as well (cause we’re small and super indie :) ). So welcome to the team Richard! More info on him to come.

That about wraps up our June update. We’ll be sharing more stuff over the weekend, and I’m sure you’ll hear from us again on June 22nd, but for now it’s back to work.

May Progress Report

Hey, everyone!

Unfortunately we haven’t had an update for a while as we’ve been fairly busy and didn’t want to tease out too many updates before we were ready to come out with our stuff in a more public way. So here’s a bit of what we’ve been working on lately.

The big thing we’ve been working on is our prototype for combat, including all the animation, art, AI, FX, design, and code that goes along with that. We now have two playable characters with different attacks, and some functional enemies as well. Plus the AI is pretty good too.

Music is the other really big thing we’re excited about. We have a great musician currently working in secret (#Secrets!) on our theme song. We’ve heard a few early versions of it and, if they are any indication of the final product, it’s gonna sound wicked.

On top of all of this we’ve been polishing up our art, and in game we’re getting closer to the vision we see in our heads. On the tech (and potentially less exciting) side, we’ve finalized our pipeline for creating levels, which tends to be something that’s hard for designers to break (AKA me). Additionally, our freelance concept artist Jakob Eirich has made a poster image for us that we’ll be showing just as soon as our logo is complete. :)

We also have a new hire, Whinnie, from the University of Waterloo. She’s taken over marketing, community relations, and a few other things here at HUGS. Say hi if you have the chance!

The last bit of news to share is that we will soon be announcing our game in a fairly big way. That’s basically why we’ve been silent for so long, nose to the grindstone as it were. So stay tuned, it’ll be soon (we promise!)

As a bonus, here is a small teaser image for our upcoming reveal.

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February Progress Report & Anticipation for GDC 2015

Well, we’ve made some great progress over the last little bit. We’re super happy with how things are going so far. We’ve had our hiccups, and had to deal with some issues, but overall it’s going really well.

Here’s some of the things we’ve been working on, and working through.

  • Finished first batch of concept art thanks to Jakob Eirich our concept art contractor
  • Established a good portion of our art direction and what camera style(s?) we’ll use
  • Working on our pixel art style / resolution
  • High level Design for the Game
  • Good pass on our games narrative
  • Beginning to figure out our tech art issues and pipelines (2D Dynamic Lights!)
  • Upgraded our Website
  • First official Press Inquiry!

Right now we’re still in the very early planning and concept phase so we don’t want to share much right now, but in the coming weeks we’ll start releasing screen shots, concept art, tech/animation videos, and generally more information about our game in the near future.

If you are curious about who we are, well, check out our newly updated Team page.

On a side note, we’re pretty pumped to go to GDC this year. We’ve been a few times already, but never had a chance to go see the IGF & Choice Awards Ceremony, so that’ll be fun for us. If you are interested in grabbing a drink hit us up! We’ll be there all week taking in the sessions, tutorials, games, and getting into whatever other shenanigans we can find.

So like us on Facebook and Twitter and we’ll keep you posted. :)