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GG Community pre-release of Atomize
GG Community pre-release of Atomize
| Name: | Luke D | |
|---|---|---|
| Date Posted: | Jan 02, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Luke D |
Blog post
I have the great pleasure of announcing not only the unveiling of the development studio I am co-founder of, but also its first commercial product!
Buried Alive Interactive is a small team looking to do what it is we all want to do; make great games. Primarily consisting of two individuals at the moment, we've been working with GG technologies for about two years now. Prior to this, we wrote several smaller 2D and 3D games using home-brew engines, mostly for learning and fun.
When T2D came out, we were drooling at the potential it represented. Somewhere there's this three page list of game ideas and concepts that was thrown together in a matter of hours while tinkering with the engine for the first time. Needless to say it inspired us greatly.
Fast forward to the New Year (hope yours was great, btw) and here we are on the verge of the commercial release of "Atomize". This is aimed at the casual space but with an effort to build in a lot more replayability than the average downloadable casual game, and appeal to a fairly broad array of tastes and gaming skill.
Without further ado, some screenshots:








Some brief game features:
- 120 levels in 30 unique graphical themes
- Unique casual-player oriented online multiplayer, with support for games with 100+ simultaneous players
- Five different gameplay modes in all (three are unlockable 'extras')
- A rather addictive mini-game that has wasted a LOT of my time
- Online high score rankings accessible via the website as well as in-game
At the moment we are just fixing up a few last-minute bugs and doing a final polish of the graphics (especially particle effects). We will be soft-launching to the public in the next couple of weeks.
However, we'd like to thank the ever-awesome Garage Game community for, well, being awesome, by inviting them to be the first people to give Atomize a test-run, give us feedback and criticism, let us know how it runs on your hardware, etc.
Visit our brand-spanking-new website through the side entrance, at www.buriedaliveinteractive.com/main and click on the 'Try' button to download the current Release Candidate.
There are a few known issues with this release:
- Performance is a bit rough on slower video hardware (Intel video, XTreme they aren't). The game has a 'Slow Computer' check-box in the Options panel that turns off some of the shinies to improve frame-rate. We'll be tuning things before final launch, and integrating the awesome speed improvements in the latest versions of T2D as well.
- The Armadillo protection system is popping up a second dialog box when the game quits on some hardware. Nothing major, just annoying.
I think that's it for known issues. If anyone comes across anything else, let us know.
The demo-wrapper by default allows for a 60-minute trial period by default, however the first dozen or two people wishing to see more of the game are welcome to email us and we'll send out a 24hr evaluation key. Just send us your name and the hardware key from the lower-left corner of the game wrapper screen (the dialog box that starts when you first run it).
Also a lot of the juicy extras are unlocked during gameplay, so we couldn't help but sneak in a cheat code of sorts to let people get immediate access to them during this pre-release. I'll send that info out to anyone that requests it as well; it'll work on the 60 minute version as well as the 24h eval key. :)
Boy, the butterflies are gnawing at my gutstrings something fierce! Nothing like your first born being splayed out for all to see for the first time to get the heart murmuring. Or maybe its a heart attack. I dunno. But if it is, I may be slow to respond to mails for a few days.
Buried Alive Interactive is a small team looking to do what it is we all want to do; make great games. Primarily consisting of two individuals at the moment, we've been working with GG technologies for about two years now. Prior to this, we wrote several smaller 2D and 3D games using home-brew engines, mostly for learning and fun.
When T2D came out, we were drooling at the potential it represented. Somewhere there's this three page list of game ideas and concepts that was thrown together in a matter of hours while tinkering with the engine for the first time. Needless to say it inspired us greatly.
Fast forward to the New Year (hope yours was great, btw) and here we are on the verge of the commercial release of "Atomize". This is aimed at the casual space but with an effort to build in a lot more replayability than the average downloadable casual game, and appeal to a fairly broad array of tastes and gaming skill.
Without further ado, some screenshots:








Some brief game features:
- 120 levels in 30 unique graphical themes
- Unique casual-player oriented online multiplayer, with support for games with 100+ simultaneous players
- Five different gameplay modes in all (three are unlockable 'extras')
- A rather addictive mini-game that has wasted a LOT of my time
- Online high score rankings accessible via the website as well as in-game
At the moment we are just fixing up a few last-minute bugs and doing a final polish of the graphics (especially particle effects). We will be soft-launching to the public in the next couple of weeks.
However, we'd like to thank the ever-awesome Garage Game community for, well, being awesome, by inviting them to be the first people to give Atomize a test-run, give us feedback and criticism, let us know how it runs on your hardware, etc.
Visit our brand-spanking-new website through the side entrance, at www.buriedaliveinteractive.com/main and click on the 'Try' button to download the current Release Candidate.
There are a few known issues with this release:
- Performance is a bit rough on slower video hardware (Intel video, XTreme they aren't). The game has a 'Slow Computer' check-box in the Options panel that turns off some of the shinies to improve frame-rate. We'll be tuning things before final launch, and integrating the awesome speed improvements in the latest versions of T2D as well.
- The Armadillo protection system is popping up a second dialog box when the game quits on some hardware. Nothing major, just annoying.
I think that's it for known issues. If anyone comes across anything else, let us know.
The demo-wrapper by default allows for a 60-minute trial period by default, however the first dozen or two people wishing to see more of the game are welcome to email us and we'll send out a 24hr evaluation key. Just send us your name and the hardware key from the lower-left corner of the game wrapper screen (the dialog box that starts when you first run it).
Also a lot of the juicy extras are unlocked during gameplay, so we couldn't help but sneak in a cheat code of sorts to let people get immediate access to them during this pre-release. I'll send that info out to anyone that requests it as well; it'll work on the 60 minute version as well as the 24h eval key. :)
Boy, the butterflies are gnawing at my gutstrings something fierce! Nothing like your first born being splayed out for all to see for the first time to get the heart murmuring. Or maybe its a heart attack. I dunno. But if it is, I may be slow to respond to mails for a few days.
Recent Blog Posts
| List: | 01/24/07 - Sweet Dreams are made of these 01/02/06 - GG Community pre-release of Atomize |
|---|
Submit your own resources!| Melv May (Jan 02, 2006 at 13:11 GMT) |
I experienced my first ever release with T2D and my stomach ached for days but it was such a buzz that I just wanted to do it more and more. A very addictive thing to do; actually release a product!
ADDED: I've been playing the demo; very cool. :)
The best of luck,
- Melv.
Edited on Jan 02, 2006 18:24 GMT
| Josh Williams (Jan 02, 2006 at 19:15 GMT) |
| Luke D (Jan 02, 2006 at 19:18 GMT) |
I think I've gnawed off all ten fingernails and the first two segments of half my fingers while waiting and watching it get downloaded. Despite weeks of bug triage (and the comfort of knowing the core engine is so mature and stable) I expected a flood of error reports and problems. So far so good though!
I do think I've seen one bug however, looking at the gameserver logs. It doesn't appear the first-ever run of the game is saving the player's identity, and is asking for them to create their player name again the second time it runs. I'll look into that.
Incidentally, for those wanting to check out the hidden/locked content, try creating a user named 'Ima Cheeta' and all will be revealed. :)
Oh and the only 'full version' feature that is prevented in the demo is online high score submission, but the 24-hour eval key turns this feature on too. So drop me an email to luke AT buriedaliveinteractive.com with your name and hardware key from the demo screen and I'll send keys out.
| Vashner (Jan 02, 2006 at 21:06 GMT) |
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