Developing AI

Posted January 3, 2017 by Cathy Schneider

From Mike Kulas, Programmer: Today, I’m going to show you some videos of the new “leading” code.  Through the most recent demo, robots have not been leading the player when they fire.  They will always try to point at the player and fire at that point.  If the player is moving fast left/right/up/down relative to… read more

Luke’s Task List: Powerups

Posted December 12, 2016 by Cathy Schneider

From Luke Schneider, Lead Designer: My primary task for the rest of the project will be getting levels done, but I’ll be squeezing in a lot of other tasks along the way.  Recently as I was expanding and refining the August Demo Level into a middle-of-the-game level, I needed more level elements and powerups to… read more

New Music for Overload

Posted December 5, 2016 by Cathy Schneider

From Allister Brimble, Composer: Having created the MAC remixes for Descent 1 many years ago, I was very excited to be asked to create the new music for the project Overload.  The first two tracks were along the lines of Descent, but for the third, which I have just completed, I needed some additional inspiration… read more

Developer Update: Energy Centers

Posted November 28, 2016 by Cathy Schneider

From Victor Duarte, Artist: The Energy Center is a great example of how we work together as a team to create the look of Overload.  We use concepts and paint-overs from Chris to set the mood and give us a starting point.  As I make textures available for Luke and Dan, they make additional requests… read more

Bot Creation

Posted November 14, 2016 by Cathy Schneider

At this point in production, we are focused on creating more game content, and lead artist, Chris Claflin, is working on new bots to prowl the mines. This is a long process which starts with very simple sketches to get people talking. With feedback and ideas from the team, Chris takes the bot through different… read more

UI Developer Update

Posted November 7, 2016 by Cathy Schneider

Luke Schneider, Designer: We’ve been thinking about how we want our UI to look and feel for a long time, but have been putting off doing anything to it until we were ready to do all the major stuff at once. Though we don’t plan on having a UI that blows people away, we knew… read more

Overload on the PS4!

Posted October 25, 2016 by Cathy Schneider

Recently, Matt has ventured into porting Overload to other platforms; namely the PS4. Matt Toschlog, Programmer: Lately I’ve been working on-and-off on the PlayStation 4 version of Overload.  It wasn’t too difficult to get it working, but there were a lot of interesting steps. I started working on the PS4 version when we got our… read more

October Update

Posted October 12, 2016 by Cathy Schneider

Right now we are enjoying time spent focusing on development.  We have the technical elements set and have a solid base for Overload.  The best way to give you a picture of production is to answer your questions.  Luke and Mike recently sat down for a developer QA.  If you have any questions that weren’t… read more

PAX West 2016 Indie Mega Booth

Posted October 4, 2016 by Cathy Schneider

Part of the Dev Team showed at PAX West at the beginning of the month.  It was a long 4 days with a very positive reception.  Here is Luke’s summary: Luke Schneider; Lead Designer and PAX Survivor: Chris, Matt, his son, and I traveled to PAX West 2016 earlier this month in Seattle.  We arrived… read more

July Update #1

Posted July 12, 2016 by Cathy Schneider

While the team is busy on the upcoming demo for beta backers, we’ll take a look back on some of the ground work done over the last couple months.  Today we focus on the weapons upgrade system.  Remember, none of this information is final; everything is a work in progress! From Luke Schneider; Lead Designer This… read more