RxB Devlog


Postponement of the release date for COYOTE

Hello there, We are pleased to announce that we will be postponing the release date for COYOTE until further notice. "So why are they happy?" you might ask yourself. Because we have a great luxury problem. The number of ongoing and upcoming projects provides a very nice picture for the year 2022, because it is quite complete. This gives us the opportunity to take our foot off the accelerator and take a step back. In short: We are not forced to finish COYOTE as soon as possible and want to use this opportunity to talk to publishers about the release… Read full post
 - 11/10/2021

Coyote devlog #4 the Poznań Game Arena

The decision to go to a trade fair would have been harder for us as a young indie studio if it hadn't been for the PGA. It was affordable (although all in all it cost us quite some money), the journey wasn't far and when André Bernhard aka "The Indie Advisor" gives his recommendation, there are no more reasonable arguments not to go. The crux: we needed a presentable Coyote version. It took a lot of work, nerves and torn deadlines to be satisfied enough. Zenker, freshly returned from his holiday/ business trip, fired up his delusion mode and cobbled… Read full post
 - 11/03/2021

COYOTE devlog #3

The past two weeks have been wild ones thats for sure. As our Project Manager Zenker packed his things for his very certainly earned holidays we, who have been left, needed to get our things together by ourselves. The PGA is ahead, our first fair and we want to look as good and professional as it suits us. Part of our schedule was to adjust our plans again. One of our internships (Sir Harry) turned out to be a little bit too professional for the internship-standard which led to some surprising new tasks concerning Blender-3D-modelling and the implementation of those… Read full post
 - 10/15/2021

COYOTE devlog #2


Last week we completed all main features for our Audio Manager. It's not a performance dangerous area of the game, so we did it completely in GDScript. Godot has a nice audio mixer so we used that and only wrote some code to make it easier for us to interact with Godot's systems. COYOTE has 4 main areas we use audio in:

  • Normal sound effects. Those get prioritized, so sounds of agents attacking the player will be louder than gameplay unrelated sounds.
  • Round robin sound effects. A script layer that chooses different sounds automatically, so they don't sound too repetitive.
  • Soundtrack themes. Mainly used in cutscenes and when talking to the "gods" of a species in the soulworld. Each species has it's own theme
  • Ecosystem feedback layers. Each species is one instrument in a song. When the player is in the soulworld (and no sountrack theme is playing) we mix the volume of each instrument depending on how dominant the species is in the ecosystem. The idea is that the soundtrack gives the player a (sub-)conscious feedback about the state of the system.
 - 08/25/2021

COYOTE devlog #1

AND it´s our first devlog eeEEEeEEvVVEVEVREEERRRR!!!! Yeha! Hi Howdy, Do you know what we are creating here? Till Q1 2022 we will releasing Coyote – a tactical adventure game where you play a kid which gets superpowers to communicate with a ecosystem. You will be able to rise this ecosystem as a Tamagotchi in the 90s - but with the side-task to balance the inhabitants of the ecosystem. And that’s very challenging! Because every species needs food, water, space and love. It´s your task to fulfill these needs. That’s not really everything by far, but it´s a first step to… Read full post
 - 08/25/2021


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