 |
Welcome to the first biweekly Deadlock Battle Report. Long gone are the bells of Christmas and in are the first iteration of a new Combat Range map as well as a new exciting prototype sandbox map we’re calling Playground. [ Read more ]
|
|
 |
An emotional coder, a coding composer, a teaching coding visual artist, a blissful non-coding but loving Game Director with an organizing wife. Believe it or not, but we are achieving symbiosis [ Read more ]
|
|
|
|
 |
Holy jaws.. It's 2012 and we're back with the SITREP. Have you experienced the first iteration of Deadlock yet? /Reese [ Read more ]
|
|
 |
We, the team at Zero Point Software, are proud to release the platform and foundation on which our ambitious multiplayer game will emerge. [ Read more ]
|
|
 |
Interstellar Marines is among the top 100 games in this years Indie of the Year on IndieDB and with just a few more days of voting, we thought we'd let our awesome community know! [ Read more ]
|
|
 |
This week we have solid proof that even Indie Game Developers really can be close to real-life people, all it takes is a few beers and yellow moral booster pick-ups! :) [ Read more ]
|
|
 |
Our beloved conceptual artist Mr. Jesper ScribbleHEAD Andersen have materialized a detailed concept of what our larger exterior complexes will look like at some point in Deadlock. We now have what we have always looked for; Avatar meets Danish design! :) [ Read more ]
|
|
 |
It's finally the 1st of December! Other than that; No comments! :) [ Read more ]
|
|
 |
What do you get if you mix a bunch of highly dedicated game developers with a camera and some liquorice? Find out in this weeks SITREP, it's a double-dare :) [ Read more ]
|
|
 |
Another slice from our IM: Prologue storyboard; In most hot zones its standard ITO procedure to deploy a Titan Walker at three down and locked. Equipped with exposable landing jets the Titan Walker performs a quick LZ recognizances and provides support while the Megalodon dropship lands. [ Read more ]
|
|
 |
Level visual and network code are progressing, yada yada.. Hey, this is actually starting to look and feel like a game :) [ Read more ]
|
|
 |
This "late" Picture of the Week is taken near the "new" Area B on the Combat Range 1 Deadlock map, which has just gone through its 3rd Iteration internally. It's really exciting for us to slowly materialize where we'll soon be fighting each other in tense close quarter tactical combat! [ Read more ]
|
|
 |
..and we're back providing you all with more exciting news from the Deadlock trenches. [ Read more ]
|
|
 |
If you thought that the ITO Zero Environment Combat Suit would forever be one size fits all, well think again! :) We've internally started iterating on tons of various Interstellar Marines customization options, which will allow us all to personalize our preferred outfit within the standards of the ITO Special Forces. [ Read more ]
|
|
 |
Kim is back, Multiplayer and Xmas is getting closer and somehow I smell cookies? [ Read more ]
|
|
 |
Kim unlocked "Baby #3" achievement, coding skills are being upgraded, production is running smoothly and somehow its already Friday. [ Read more ]
|
|
 |
Deadlock is progressing and the office got a long awaited overhaul. Read more from your favorite game devs in this weeks SITREP [ Read more ]
|
|
 |
After four intense weeks building, prepping, testing, tweaking pipelines etc. we're slowly getting our artificial cave environments off the ground and are finally ready to share the initial results with you; our awesome and beloved community! [ Read more ]
|
|
 |
Zero Point Software are looking for a talented and enthusiastic all-round game programmer to join the creative team of developers working on the ambitious AAA Indie title Interstellar Marines: Deadlock. [ Read more ]
|
|
 |
IM: Deadlock are progressing and this week provided us with our first functional multiplayer experience. Read more in this weeks SITREP [ Read more ]
|
|
 |
Everybody that's been following the Open Door Development of Deadlock, knows that we're taking "this" to a whole new level and although we've shown a bit of level design using the modules we created during Running Man; This image shows how we've envisioned the training modules to look like in their next iteration, illustrated beautifully by our very own Master ScribbleHEAD! :) [ Read more ]
|
|
 |
Anyone up for a Deadlock environment sneak peak? Find out more about what's going on in this weeks SITREP [ Read more ]
|
|
 |
Sit back and relax (again) as we continue the music composing journey from the initial idea, and all the way to the finished music score in all its glory. [ Read more ]
|
|
 |
Although it's not on the top of our current "to do" list, we're really looking forward to implementing the tactical PDA; which features loads of interesting tactical gameplay and options. Here you have the PDA in one of its early proof-of-concepts and if you can guess the game in the background, I'll work naked, all day tomorrow! .. (not really) :) [ Read more ]
|
|
 |
Who's a good dev team? Whoooo's a good dev team? Yes you are...Yeees you are [ Read more ]
|
|
 |
Yesterday I booted up our old Publisher demo (first time in a long time) to show ScribbleHEAD some of our early ideas and environments. Nostalgia struck and I just had to post a screenshot from the Carcharodon Carcharias Scanning Areas deep inside Orbital Research Station Xeno-13. (It's "Magazine" not "Clip" :)) [ Read more ]
|
|
 |
Megatron and his autobot spammers are dead by the hand of our beloved fixer, Tax. So what's been going on besides killing spam posters? Read more in this weeks SITREP [ Read more ]
|
|
 |
Grrr! .. We still have a long "road" ahead of us when it comes to establishing and setting up our artificial cave terrains and vegetation; so we thought we'd share a picture of two friends posing in the woods! :) [ Read more ]
|
|
 |
Second most rainy summer in Denmark since they started to measure that annoying wet thing from the skies. Fortunately Sci-Fi is created in dry docks behind a desk, inside.. with coffee.. and stuff. SITREP time. /Reese [ Read more ]
|
|
 |
Blueprint overview detailing how we're envisioning the various artificial training cave arenas and sub-levels of Deadlock to be structured. The facility blueprint and the cave concept comes from the hand of ScribbleHEAD and the silo concept is one of Cottas earlier pearls. [ Read more ]
|
|
 |
Latest update from your favorite indie game dev's. It's SITREP time and I'm hungry. Who took my cake and was the cake really a lie? /Reese [ Read more ]
|
|
 |
Last night I sat down to satisfy my inner graphics-whore (please excuse my French) and started fooling around with the new and updated Image Effects in Unity 3.4, testing performance, spending a bit of R&R adjusting various settings to extreme "over-the-top" effects! (I've been watching a few Frostbite 2, CryEngine and UDK videos lately)! :) [ Read more ]
|
|
 |
Multi genius wonder-kid immovable object meets an unstoppable force and properly secret superhero Mr. Daniel Windfeld with the unfortunate username AnusCondus, have created a kick-ass un-official (might as well be official) Interstellar Marines CARD GAME. We tribute and honor his hard work and wish you guys and girls hours of fun! :) - Download printable PDF from our Forum: http://bit.ly/q6MyLs [ Read more ]
|
|
 |
Heks went to the US on vacation, ZPSHicks has added the color green to a world of grey and Reese has barricaded himself in the music studio. For the love of SITREP [ Read more ]
|
|
 |
First vegetation test on one of our artificial cave maps (previously used to test a toggle-able day and night lighting prototype). Thanks to the power of Unity, we've been able to get a good head start on environment vegetation, after purchasing a few cool packages in the Unity Asset Store and we're all pretty excited about the potential detail and variety it presents our environments. [ Read more ]
|
|
 |
Initializing post vacation SITREP. So, whats been going on at the ZPS HQ? [ Read more ]
|
|
 |
We're finally back from vacation, booting things up with a special Picture of the Week, from the magic hand of Mr. Jesper Andersen (Aka ScribbleHEAD) which have sent us a few concept tests, based his interpretation of our Art Direction for the artificial caves of ITO Training Grounds. We love all his ideas and are very much looking forward to iterating the concept further in close cooperation with what is already established by Mr. Von Cotta. [ Read more ]
|
|
 |
Last SITREP before our much needed summer holidays. But wait a minute .. where did the sun go? .. ARGH! We have way too much rain in Denmark at the moment; Our orbital solar deflectors may need to be realigned. [ Read more ]
|
|
 |
Let me take you through the step by step process of creating an environment concept from start to finish in this DevBlog (my first) featuring a new piece I just finished. [ Read more ]
|
|
 |
Two nominations, and yet another highly creative week of conceptualizing, maturing, developing, SCRUM planning and basically getting up to speed with a lot of aspects in regards to our first multiplayer release: Interstellar Marines:Deadlock. Read more in this weeks SITREP. [ Read more ]
|
|
 |
We're finally ready to present you with a taste of our Art Direction on ITO Training Grounds (your home away from home during Project IM), which this time around is getting a lot more love to meet our ambitious vision for Deadlock. [ Read more ]
|
|
 |
Conceptual department is back online, SCRUM re-initiated and Kim reveals more of Deadlock. Read more in this weeks SITREP [ Read more ]
|
|
 |
Nostalgia-trip; three initial pistol concepts I did (hence the low quality) back in 2003 when Nics, Gert and I was slowly getting started. From left stable, 3-round burst and high caliber models. Heavily inspired by real-life counterparts, can you guess which? [ Read more ]
|
|
 |
Another former employee from the Zero Point family returns, SARA is fully operational and is currently being filled with tons of research images and the IM:Deadlock development is getting up to speed. Find out more in this weeks SITREP [ Read more ]
|
|
 |
Out of this world! Heks and Nics just returned from Iceland with tons of research images, each more beautiful than the next! [ Read more ]
|
|
 |
Whats the chance of watching two clowns dressed in yellow and red standing inches from death near a violent river on mighty Iceland? Well in this weeks SITREP its about 100%! [ Read more ]
|
|
 |
As I wrote in the last SITREP somebody made me an offer I couldn't refuse, so today is my last day at Zero Point Software. [ Read more ]
|
|
 |
A while back we where invited to "play" terrorist & hostages in a training session of the Danish Frogman Corps (Our version of the US Navy SEALs). Besides getting a proper reality check that we'll never forget, we also got the chance to study various cool equipment, including this Reflex Sight; This is how sights in games should look like! :) [ Read more ]
|
|
 |
Kenneth is M.I.A. after a drink, SARA is back online and Kim just bought a shovel. Find our why in this weeks SITREP [ Read more ]
|
|
 |
Commander-in-Chief on "Project IM" General Sebastian Travis standing on the bridge of AIV Kitty Hawk getting his morning coffee while listening to the daily candidate progress-report from 'SARA'. [ Read more ]
|
|
 |
SITREP is upon us! Reeeaaad more abooouuut it!! An offline SARA triggers a rogue level designer and Kenneth spawns the evil "Coder-Police". [ Read more ]
|
|
 |
Jack Torillo setting at his desk, lonely, trying to get his head around a data-report from 'SARA'. Torillo is ITO's Chief S.E.T.I. Researcher and the 'father' of the Interstellar Marines program: "It's not a matter of if - It's a matter of when! .. and for that we need to create a new breed of soldiers capable of protecting humanity against all threats of the unknown!" [ Read more ]
|
|
 |
How many coders does it take to hotwire a server? Find out in this weeks SITREP [ Read more ]
|
|
 |
Things are progressing as planned here at Zero Point Software. We're doing a lot of prototyping to try out ideas for Deadlock and we're glad to welcome back Jess and Anders to the team. [ Read more ]
|
|
 |
You might already know the Meikyu 2.1 "Rhino" Tactical Shotgun "available" inside The Vault as well as in another POTW concept posted earlier and here is our beloved shotgun 02 again (still have two unrevealed shotguns models) in form of a high polygon render to quietly hint that this baby will be part of our Deadlock inventory eventually .. and like a famous Corporal once said: "I like to keep this handy... for close encounters!"! :) [ Read more ]
|
|
 |
How many Gert's does it take to silence Kim and is our Game Director REALLY this short? Find out and read what else has been going on in this week's SITREP. [ Read more ]
|
|
 |
NOW we're getting somewhere! Try the latest prototype of my unique and groundbreaking Advanced Sound Propagation Model before your neighbour gamer! [ Read more ]
|
|
 |
We've shown a bit of unpolished work-in-progress from Deadlock recently .. so this week we've decided to post an old screenshot from onboard ITO's orbital research station Xeno-13, because we feel it provides a decent representation of the kind of polish we're going for in both Deadlock and IM in general. (The screenshot is from our old engine but could might as well have been from Unity and also reveals one of our old badly designed shark creature iterations) [ Read more ]
|
|
 |
Activate your inferred helmet enhancements, equip your sound suppressors and coordinate the mission with your team: Infiltrate Operations, secure all way-points without being detected by 'SARA' and take out all opposing forces standing in your way. [ Read more ]
|
|