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Total Decay is to enter Alpha production within the next month or two! Watch this spot for future updates.
0 comments by Chalk on Apr 29th, 2013
InSignia Studios is changing its name! We are now known as Lunar Blast Interactive. There are many reasons for this:
Here is our new logo (done by Caliyr Vulpovar):

Yes, we finally have a proper website! Well, we say proper, but we mean horrible. Our website has only been in construction for two days, and is mostly empty. We're planning on working on it more in the future, but for now it will suffice. You can visit it here: Lunarblast.com
We're busy working on a trailer while the game is in Alpha, so we can put the game on Desura for Alphafunding. The trailer should be finished within the next week or two.
You took a boxshot from Half-Life Paranoia. Where is the mention about it?
All of the art was provided to my by a former member of the team, and as far as I know express permission was given. If this is not the case, I will remove the boxshot immediately.
Either way, if you read my newest news post, you'll see that I'm having new art made, seeing as the current ones are below-par. Box art is first, and should be finished within two or three days.
Thank you for bringing this to my attention.
Made some nice changes to the ModDB page with our new art.
If you want to help fund us, please go to Indiegogo.com to show your support!
**NOTICE**
I will be updating a massive amount on Monday, 24th July, between 2 PM and 10 PM GMT+2. I have nearly finished all the models and textures, and all that's left is music & sound, and programming.
Thank you all for your interest and patience.
I think you need a concept too... as in a concept how to put all that content together to a game. You cannot simply make all the content but have no idea how to patch it together. The realization of concepts starts on the choice of tools: what programming language do I use? what existing file formats will I use for my assets? What file formats are compatible with the programming language I'm using? How do I plan to make the interface? I think you should start wondering about these things if you want to keep the lead for your game. (not saying I know everything about that, just the things that I had to keep myself busy with while developing my own game)
Please note:
I'm only posting 3D Models on the IndieDB/ModDB site, as the rest of the concept art, Interface concepts, etcetera isn't for public demonstrational purposes.
Unity does not properly import Blender models and textures, so I will most likely be using Java to code the game.
Thank you for your interest and concern. Please watch for the game Q2 2013
alright, the page and comments made it seem a bit like you wouldn't have planned it out properly in that regard.
Java does have code libraries for game engines already, like lwjgl and the more user-friendly jMonkeyEngine which is based upon it. lwjgl is more attached to the hardware level (you'd have to program your own engine still and its a bit harder to learn I think) while jMonkeyEngine already offers so many libraries that you can start programming your game (almost) right away.
I have the impression that it's possible to program interfaces with Python as well (I should mention here python is easy to learn, multiplatform, and can be made to work together with java JRE, but I dunno about 3D model compability)
Please note that the next update won't be for at least a week - I'm going through some personal strife and I'm unable to work for the rest of the week
I just thought you should know we decided to use the C4 Engine scripted in Java.