by leoszeto | Mar 14, 2017 | Codeate News, Torus Syndicate
While Michael has been working on the multiplayer overhaul of Torus Syndicate, I’ve been working on creating new music for the levels. Work on that front has been especially interesting, as we’re experimenting with music that matches the intensity of the...
by leoszeto | Feb 28, 2017 | Codeate News, Torus Syndicate, Uncategorized
Often times, the inclusion of a system involves the development of various auxiliary features that serve to support the overall goal. This is specially evident for dramatic changes, such as the inclusion of multiplayer. This week, we’ll delve a little bit into...
by Michael Sechooler | Feb 21, 2017 | Codeate News, Torus Syndicate
As we’ve mentioned recently, development of cooperative multiplayer is underway. In time, Lucas Lawson will no longer have to face the thugs of the Torus Syndicate alone. Right now, we’re focused on giving Lucas an AI friend to help him with that task. Now, yes,...
by leoszeto | Feb 15, 2017 | Codeate News, Torus Syndicate
One of the most important metrics to us when developing a new feature is how malleable it may be; That is, whether the feature is able to support multiple styles of play based on changing a few key rules. It is the foundation of what we think of as strong game design,...
by Michael Sechooler | Feb 7, 2017 | Codeate News, Torus Syndicate
We’ve always thought of The Torus Syndicate as a manifestation of our love for the kinds of rail shooters one would find in the video arcades of yesteryear. From the very beginning, we really wanted to capture the subtle relationship between motion and action that...
by leoszeto | Feb 1, 2017 | Codeate News, Torus Syndicate
Continuing development of Act 2, we needed to introduce a new set of enemies to create a more dynamic environment for the player. We’ve got a few ideas we’re excited to be showing off in the coming weeks, but for now, we’ll start with the new set of...
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