So I’m about to head off to GDC again, and it’s a good feeling knowing that we’re reaching the end of Propaganda Lander. It’s been tons of hard work from this band of dedicated, crazy, difficult, creative, amazing people we call Smashworx. I feel like we’ve come up with something pretty amazing. Thank you everybody.
Propaganda Lander Lives! In this super, up-to-date video you can hear the sounds of the revolution. Stephen Harwood has been making all sorts of groovy tracks and this is just the beginning. Notice the fancy new shield boost and the stylish Lava Level!
Our newest Propaganda Lander video features some nasty foes: boulders, spears, fireballs and, the office favorite, homing missiles. Music by The Darkness and will not actually appear in the game…no matter how much we beg and plead.
You might be wondering what’s been happening in the Smashworx lair. Or more importantly, what’s going on with our super-cool, most awesome iPhone game Propaganda Lander. Have no fear my pretties, Jess here to sate your need for development news. After some “we need to make a couple of bucks” action, we are back to the grindstone, slaving away on The Rickster’s whims. We’re been tinkering with the accelerometer as a new way to fly the ship. Lo and behold, I can now actually steer the ship! Score one for Tommy and Nik. Most of their efforts so far have been in enabling me to master steering. They figure if I can steer the lander with a modicum of skill, every level of player (chimpanzee and other) should be able to steer it as well. We intend to leave the button/thruster system in for those who prefer a different feel but my preference is currently in the accelerometer court.
Tommy has designed a rockin’ level editor so I can plot land and set all sorts of parameters in the construction of the levels. Now the term “rockin’ level editor” may not incite a fury of excitement for you humble readers but as one who has spent far too much of her life (that I can never get back mind you) wrestling with buggy level editors that refuse assets, drop floors, deny any type of after-the-fact editing and offer the flexibility of an 80 year old after a VFW dance off, Tommy’s homespun level editor is a dreamboat. I’ll try and put up some video of the new levels once we fix the emulator.
Nik has been hard at work with the GUI and other interface assets. Through a giant discussion on how a timer should be presented, we’ve finally agreed that rather than a clock or gauge, we would represent time through how much fuel the lander has. I bring this up because one of the lessons of making a game that I’ve picked up is how much one tries to make every asset relative to each other and the overall game production. By forgoing an obtuse clock system, the idea of “space vehicle” is upheld with the notion of fuel consumption. This is a much nicer fit.
We keep working and Propaganda Lander keeps getting better. Stay tuned for news on release dates, development news and general groovy times!
Smashworx presents an exclusive peek into our development process! Here is the third movie of our current iPhone project Propaganda Lander. Check out the new ships! And Missiles galore! Music by David Bowie.
smashworx presents Propaganda Lander! This is but taste of what is to come for Propaganda Lander. Unfortunately, Jess isn’t that good at the game yet, but she’s alright at making movies! More video to come and eventually, a shiny new entry into the iPhone apps library.
Keep up to date with our projects by checking on our blog or at GamePro Labs.
We are working full force on Propaganda Lander for the iPhone! So here is another taste of the game in an easily digested art form.
Propaganda Lander Aliens
This is just concept art but, they look pretty funny. The Speedo on the fish character is priceless. Hopefully we can put up a gameplay video in the near future!
We’ve updated our GamePro Labs page a little bit. There are still more things we’d like to add and figure out how to note that Propaganda Lander is for iPhone and not XBOX Live.
Good news everyone! looks like Propaganda Lander is going to be part of the GamePro Labs family of games. We’re real excited to work with everyone at GamePro. We’re also mere days away from finishing a Tiny Mantis project, that’s been occupying most of our time, then back to the Propaganda Lander :) We’ve got some pretty exciting ideas for different worlds and Harry has drawn some excellent concept art for it… check back soon to see it