More reviews for Square Off

Thanks to Dhalamar of www.WastedSeconds.com who posted this review. It’s not quite as gushing as some of our other reviews but it is fair. He’s one of those gamers that doesn’t dig local multiplayer, so the lack of Live online multiplayer was a huge drawback for him. Sigh, back to the network coding it is then I’ve also been scouring the ‘net and found another couple of reviews that popped up quietly. Thanks to juice from www.XboxLiveIndieGames.co.uk for this sweet review and also thanks to user reviewers Emuholic (again) and wargamer17 for posting reviews at http://www.XblaRatings.com.

New Reviews and Old Reviews Collated

You can now find links and excerpts for all the Square Off reviews in once place. The latest entry is a very thorough review at digitalquarters.blogspot.com by Shin Hogosha. Thanks Shin! Oh, and thanks to mattplaysvideogames for talking about us (7:00) in his video blog. For that he scored himself a free Square Off code to give away. See here if you’d like to win it.

Another reviewer… wants online play!

Thanks to Tyler from Mashin Studios for taking the time to do a thorough review of Square Off. He rated it “Above Average” which is the Mashin Studios equivalent of 3/5. He also told me via email that if it had online play, it would probably have got “Awesome” or 4/5. This sentiment about online play seems to be a bit of a trend in the press for Square Off. With that in mind, I’m redoubling my efforts towards an online mode for Square Off 2. If things go well, it would even be tempting to release a free update …

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More Square Off Reviews

Here’s the latest reviews. I must say I’m very happy with how people are receiving the game. Thank you to all the reviewers for being so kind. Xbox Hornet by WDesm PWNEM.com by GaMeR XBLIG.co.uk by Kelly Eventually we will compile all these reviews into a press page for Square Off.

The Theory of Game Tools

The purpose of most game tools is to streamline process of content creation. They should enable the artists to easily get assets straight into the game, thereby reducing the work load of the programmer. That’s the theory anyway. Right back when we were building Balls Unleashed and Throng, I started making the Character Editor 2D with this theory in mind. The idea was to have an animation tool that could handle a hierarchy of Quads that could move independantly  (eg head and arms attached to a body) and do sprite sheet style animation on each Quad at the same time. …

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What next for Square Off?

Now that DBP is done and dusted, we have to start deciding what features will make it into the final game. Obviously there’s a rather large wish list but at the same time we’re all really keen to have our first game released. We’re hoping to get it out by November and we want to have at least 9 levels (currently we have 4). I’ll leave that decision up to Adam and Scott as they’re the ones who’ll have to build them, and I believe quite a bit of blood, sweat and tears goes into each one!. Other wanted/needed features …

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