Step into the driving seat of a highly customisable and heavily armed flying taxi in the amoral cyberpunk future of 'Collateral'. You play as Zack Edgewater, an average hovercab driver caught between warring factions, bloodthirsty customers, and the corrupt corporations that control the city of New Bedlam. Explore visually loaded environments, undertake a variety of challenging missions, align with nefarious factions, and gain access to a multitude of weapons and upgrades. Every job brings you one step closer to escaping a depraved, maniacal metropolis in this fast paced and brutal ride you won't forget in a hurry.

Report RSS Development Update

Apologies for the delays between updates but it’s been nothing but go for the last few weeks here, the prototype for Collateral was entered into iFest Melbourne and came out as first runner up! We've all sat down and started trying to figure our game out, fleshing out what our hooks will be, trying to nail down why you’ll want to play our game.

Posted by on

Hello Everyone! Apologies for the delays between updates but it's been nothing but go for the last few weeks here, the prototype for Collateral was entered into iFest Melbourne ( Ifest.us< ) and came out as first runner up! The competition was surely fierce, so we're all glad that we came out fairly well.

About four weeks ago, we all sat down and started trying to figure our game out, fleshing out what our hooks will be, trying to nail down why you'll want to play our game.


We've decided that our number one priority is in customization, giving the player as many choices about how they equip themselves to deal with the many threats in the world of Collateral.

Otherwise we've gone over the basics on the factions that will be within the game, none of these have been fully fleshed out, but these will be the "people" that you can do work for, earning respect, money and other rewards, although at the cost of possibly making enemies elsewhere in the city.


A new draft of a potential HUD design was also drawn up and will be iterated on until we feel that it's suitable.


Also, the upgrade menu's, where all the customization will take place, have also been drafted.


As of now, we're currently in a phase of initial implementation of all the basic systems that will make up the game, we've just finished the basic implementation of the weapon system, which uses user-modifiable files to populate the games weapon lists.


A new iteration of the city is also being worked on, the layout is going to iterated as needed, but here's a few shots of the various zones of the city.


Our upcoming schedule involves such events as AVCon in Adelaide, South Australia and Freeplay, Melbourne, we'll be showcasing the latest working versions of Collateral whenever we have the chance, we're hoping for an alpha release by the end of October this year, with full release by February 2013, although, as we all know, sometimes plans change, so take these release dates with a grain of salt.

We'll be releasing some videos made by us, showcasing aspects of the games development over the next few months, if you guys want us to talk about something, don't be afraid to ask us!

Hope to see you guys later!
Rohan
Lead Programmer
Dancing Dinosaur Games.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: