2013 May


The Weapon Special

The weapons in Matador have evolved quite a bit since we started, both functionally and aesthetically. So let’s talk about that. Below is the first pass — the breakdown of weapon types as listed is still correct (MGs, howitzers, artillery, lasers, and flamethrowers), as are the three mount variants: Heavy Mount: highest overall damage, but cannot traverse independently of the chassis. Auxiliary Mount: smaller version of the heavy mount — lower damage, but typically with a much higher rate of fire and with an additional independent traverse (15°-60°). Turret Mount: […]


The Pilot Special

We’re long overdue for a more thorough breakdown of the game, and in this particular post I’ll be talking about the pilots. Jack and I have both spent a lot of thought on how to best build a large, persistent character base with a comparatively small, low budget game. A point of reference we keep coming back to is X-COM (1994 version — if you’ve never heard of it then go look it up; going into detail would mean being here all day), and for a couple of good reasons. X-COM […]


Weekly Update #3

On monday Harry implemented muzzle flashes and impact effects, though we don’t have sprites for them yet. He’s also working on a few more unit specific behaviors (infantry remaining stationary when firing) before rolling up his sleeves and digging into the lighting system. I’ve finished more of the website, and now have a couple of new heads under my belt. I think Jack and I are now more properly synchronized on that side of the art, which should allow me to produce new assets at a faster rate. And thanks […]


Work Log #1: May 2013

May 27th-June 2nd: Crazy weekend, but needed the good break. Jack is out of town for the first part of this week but the rest of us will keep on truckin. Monday Memorial Day! New posts on the website Planning trip out to New York (personal reasons but trying to fit in some studio visits to other indies while I’m at it) Tuesday Bunch of stuff unrelated to the game but which I had to take care of (bank visit, managing the books &etc.) Wednesday New posts on the blog […]


Weekly Update #2

Second time around with the weekly update. Brief side note: I’ll try to keep these updates going on a Monday basis but as with anything in game development timing can vary depending on how things are going with the game’s development. Anyway, this week Dale and Harry kept working diligently on bringing more of the core design and graphics to reality. The mech ‘stomp’ and ‘crouch’ behaviors now properly animate, so all that’s left to plug in for the mech are the idle and death animations. The former is already […]


Weekly Update #1

So here’s a look at what’s been going on thus far in May. With some help from Harry I’ve been building the lovely site before you. We actually had the thing mostly done after only 3 days of work, there was just a lot of fiddly bits that kept cropping up, needing attention before we could launch the new site. Now that this is done I’m switching my focus back to modeling pilot portraits and testing the game. Dale hopes to have our first extended gameplay prototype ready by the […]