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Bridging the gap

I did some research last week for a project we are doing for a museum. I can't go into detail here as we haven't finalized the contract details yet, but I can share a little about our thought process in finding a compelling build and the technological puzzle pieces that make it work. The basic idea of the setup is that we want to bring our ecosystem simulation Trophix as close as possible to the visitors of the museum. So no screens with mouse or game controller. Basically, we want to avoid any setup that would work better on the . . .
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Red and blue equals lukewarm

"Who am I?" - "What is my goal, what is my motivation?" - Big questions that a "CD" (corporate design) should convey. The image of a company is transported to the public through colour and form, blah, blah, blah. Since the Big Five and the alt-right, we know that appearance can also mean the opposite of what inner motivations actually are. Why am I telling you this? Because the question of the appearance of ROTxBLAU has been raised in the last few weeks and I therefore had to reflect on my own motivation. According to the motto: New year, new . . .
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MDM founding initiative MEDIAstart

Hey hey! After a very varied year 2021, we are starting the new year with tailwinds: We are happy to announce that we are now part of the second MEDIAstart year. MEDIAstart is the start-up initiative of the Mitteldeutsche Medienförderung (middle German media funding) They support young companies for one year in setting up and developing their business models. This will enable us to enjoy a series of workshops, as well as mentors and coaches who will help us to further develop ROTxBLAU. In addition, we receive an operating cost subsidy of up to €1,000 per month. There are 6 . . .
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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.
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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 . . .
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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 . . .

COYOTE devlog #2

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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.
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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!

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