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Shockwave, Darkside

01-13-2011, 01:01 PM
#1
Joined: Jan 2011
Location: Venice, California
Posts: 14
Shockwave, Darkside



Hi there! My name is James Sparkman and I’ll be keeping you wonderful followers up to date with the Shockwave development. We only have a month to develop a kick-ass game that gets people excited for the Shockwave, Darkside film. Should be easy enough, right? But just what is the Shockwave game? Well, I’ll tell you:

Shockwave, Darkside, the movie, is a classical sci-fi adventure set on the moon. A band of out-gunned rebels known as The Banished is stranded in enemy territory.

Well, “stranded” says a lot about our game, too. You are a lone soldier of The Banished stranded in the Mare Undarum, “The Sea of Waves”, a desolate lunar basin that has seen countless battles. With your oxygen reserves plummeting, you must find precious ice caps and tap them for oxygen. Unfortunately for you, extracting oxygen from ice caps alerts dormant enemy drones to your presence.

So what to do? Defend your ice caps with TURRETS, of course! Yes, that’s right. Shockwave is a survival dual-stick shooter with turret defense tactics! But there is much, much more to come. Keep checking the blog to hear more about the game and the team!

We are very excited to be a part of this project, and we think we are going to bring you an experience the app store has never seen before.

See you around!



Shockwave, Darkside Development Blog!
01-13-2011, 04:16 PM
#2
Joined: Jan 2011
Location: Venice, California
Posts: 14
There are three of us working here in Venice Beach. I guess you can call us Moyo Team 2:



First, there is Nate Hansen. He is our talented Unity 3D engineer. His job is to take the game we have in our heads and make it work on the iPhone. And not just work, but work smoothly and efficiently. He's a hard worker and we are lucky to have him.

Next we have Justin Stearns. He is our resident 3D artist. This guy loves art, and makes it his personal responsibility to give the player a cohesive world to inhabit while playing our games. It's amazing how he knows exactly what he wants visually.

Lastly, there is me. My job is to write down the game on paper to keep our ideas in tact. It sounds stupid, but it is really important to keep all the team members on the same page. (No pun intended, but I'll go with it.) I also get to talk to you, dear reader.

I look forward to next time... yes. Yeeees.

01-13-2011, 04:52 PM
#3
Joined: Sep 2010
Location: World, now Belgium
Posts: 3,031
Where are the pizzas?
Just kidding!

-----
On GC I am FPEX
01-13-2011, 05:12 PM
#4
Joined: Jul 2009
Location: Melbourne, Australia
Posts: 2,699
Quote:
Originally Posted by FPE View Post
Where are the pizzas?
Just kidding!
No kidding, where are the pizzas and beer??? What kind of development team is this? no posters of Lara Croft on the walls and no playboy calendars. Was this pic staged? I am confused!!!

Icon is a window to game's soul...
01-13-2011, 05:17 PM
#5
Joined: Jan 2011
Location: Venice, California
Posts: 14
Give it time. Our first day in the office was on Monday. Within the month it will be a leper colony.

You can already see the life draining from our eyes.
01-13-2011, 05:46 PM
#6
Joined: Jul 2009
Location: Melbourne, Australia
Posts: 2,699
Quote:
Originally Posted by Moyo Studios View Post
Give it time. Our first day in the office was on Monday. Within the month it will be a leper colony.

You can already see the life draining from our eyes.
Went to your site.
Is it going to be similar in looks and gameplay to Shrapnel or Alive 4 Ever? Is month really enough?

Icon is a window to game's soul...
01-13-2011, 06:29 PM
#7
Joined: Jan 2011
Location: Venice, California
Posts: 14
Quote:
Originally Posted by eugekava View Post
Went to your site.
Is it going to be similar in looks and gameplay to Shrapnel or Alive 4 Ever? Is month really enough?
This game has two things in common with Shrapnel:

1. It is based on an existing property.
2. It is a dual-stick shooter.

Otherwise, Shockwave has a very unique look and gameplay. This is a new team with a new engine.

Comparing it to Alive 4 Ever wouldn't be a good idea either. That game is very character and upgrade-driven. Shockwave, although it has some very cool player progression, is more about survival. We offer a challenge to our players:

"How long will you survive?"

And no, a month is never enough. But we think we've limited the scope of the game enough that it is possible.
01-13-2011, 09:46 PM
#8
Joined: Jan 2011
Location: Venice, California
Posts: 14
It’s the first week and we are already making a push! For the love of the game, people

01-17-2011, 03:21 PM
#9
Joined: Jan 2011
Location: Venice, California
Posts: 14
Week 2 Begins

So here we are on Week 2 of our four week development plan. So far, we’re on schedule! We had a great pitch to the client over the weekend and everybody was very happy.

“We should say the movie is based on the game!” they joked.

I have no argument on this point.

01-17-2011, 04:03 PM
#10
Joined: Jul 2010
Posts: 1,913
lol they funny. nice though