Let’s get bloody
When you think about blood action shoot em ups you may think about a few splats here and there, or something more dynamic, bloody, gore, if you like. That’s what we thought about Trespassers. When the 5.2 Unity3D update was released, we were looking … Continued
Projectiles in 2D action games in Unity
In the early stages of the development of our 2D run’n gun game, Trespassers, we started to get some performance problems. One of our design goals was having tons of enemies on screen at once, and shooting them without thinking twice. … Continued
Simple cutscenes in Unity
Months ago, while preparing the Gamelab 2015 build of Trespassers, we were thinking about how could we tell bits of the story inside the game. But things were that we had no time to develop a full cinematic for every bit of the … Continued
Performance problems in the overworld map
One of our design decisions with Trespassers was that we wanted lots of enemies at the same time. Not smart, but you should be always outnumbered. Thus, that meant that we had to make the most out of the resources available, and … Continued
Adding variety to the city in Trespassers
Although this would be our first entry in the dev blog talking about Trespassers, we have been working in the game for several months right now, although not full time though. As we are approaching our Steam Greenlight release, we are focusing on … Continued
Trespassers in development
“The nuclear apocalypse embodied in two idiots” We are working hard to deliver that 90’s co-op arcade games feelings back, so you can play this real nuclear disaster alone or with a friend (*). When DD and KK -two of the dumbest … Continued