Atomic City Adventures Gameplay Trailer 1
by Dusty Monk · 08/01/2011 (1:43 pm) · 16 comments
Hey folks! Haven't been able to post much or even lurk much lately, as I'm all heads down trying to wrap up Atomic City Adventures. My family is starting to be "um.. who's that man in the upstairs office that only comes out for food and gatorade.."
However, it's really starting to come together, and I figured it was past time to carve out some time to do a little marketing. With that, I present to you our first actual gameplay trailer, featuring the Sorenburg Azure. Roll the tape Harry..
More salient details:
This was built using T3D 1.1 Beta 3. The final release didn't make it out in time for me to risk an integration, but it's one of the first things I'll do before the first patch/update I think.
The game will be available through Impulse, and current price point is around $9.99 USD. I'm currently talking with other digital distributors as well.
With luck, the game will be released before the end of this month.
Cheers!
Dusty Monk
Windstorm Studios
However, it's really starting to come together, and I figured it was past time to carve out some time to do a little marketing. With that, I present to you our first actual gameplay trailer, featuring the Sorenburg Azure. Roll the tape Harry..
More salient details:
This was built using T3D 1.1 Beta 3. The final release didn't make it out in time for me to risk an integration, but it's one of the first things I'll do before the first patch/update I think.
The game will be available through Impulse, and current price point is around $9.99 USD. I'm currently talking with other digital distributors as well.
With luck, the game will be released before the end of this month.
Cheers!
Dusty Monk
Windstorm Studios
About the author
Dusty Monk is founder and president of Windstorm Studios, an independant game studio. Formerly a sr. programmer at Ensemble Studios, Dusty has worked on AAA titles such as Age of Empires II & III, and Halo Wars.
#2
08/01/2011 (4:18 pm)
this looks cool and funny :)
#3
(Definitively we have a difference with the first trailer!)
08/01/2011 (4:28 pm)
Excellently done Dusty! Congratulations :)(Definitively we have a difference with the first trailer!)
#4
I'm not prone to motion sickness but whipping that hoverbikeThingy round that corner made me dizzy!
08/01/2011 (4:40 pm)
Cool stuff.I'm not prone to motion sickness but whipping that hoverbikeThingy round that corner made me dizzy!
#5
08/01/2011 (4:48 pm)
Great Stuff!
#6
08/01/2011 (4:56 pm)
Looking real polished now :)
#7
08/01/2011 (4:57 pm)
Sweet....!
#8
@Steve - heheh yeah well if I don't work in at least one vertigo "whoah!" moment into each trailer I'm not doing my job right.. ;) As for actual gameplay, I don't think it's likely to make you motion sick. It's much less vertigo-inducing than say, Descent was, all those years ago.
08/01/2011 (5:36 pm)
Thanks for the comments guys! @Steve - heheh yeah well if I don't work in at least one vertigo "whoah!" moment into each trailer I'm not doing my job right.. ;) As for actual gameplay, I don't think it's likely to make you motion sick. It's much less vertigo-inducing than say, Descent was, all those years ago.
#9
Great to see T3D games being released, and also reassuring to see Impulse still caring for indie publishing needs :)
(They don't have regional pricing like Steam ;)
08/01/2011 (6:46 pm)
"Less vertigo-inducing than Descent" means nothing to me. Having no concept of reality has its perks!Great to see T3D games being released, and also reassuring to see Impulse still caring for indie publishing needs :)
(They don't have regional pricing like Steam ;)
#10
08/01/2011 (7:59 pm)
Incidentally, Dusty - just curious about the size of your team? You've certainly generated a fair bit of content.
#11
It's taken two years and pretty much my entire savings to complete this game. I hope you all give it a try, and enjoy it enough to want to tell your friends :)
08/03/2011 (7:19 am)
@Steve - Yeah even though Windstorm Studios is a one-man company, there's no way this game gets built alone. All of the models, textures and animations were contracted out to a talented group of artists in Russia. In fact they're the former 3DGDA guys that used to have some art packs up here at GarageGames. And the music and sound was contracted to a professional composer up in LA. Finally, I hired a professional voice cast to do the VO work. But everything else: coding, writing, design, level creation, production, the works, was yours truly.It's taken two years and pretty much my entire savings to complete this game. I hope you all give it a try, and enjoy it enough to want to tell your friends :)
#12
Atomic City Adventures at Impulse
08/03/2011 (3:44 pm)
Hey folks, just an update. Atomic City Adventures is available now for preorder from Impulse! And our official launch date is set for August 15th. Preorders get to take advantage of special pricing of $9.99, and get a bonus vehicle for use in the game. Word! :)Atomic City Adventures at Impulse
#13
08/05/2011 (12:38 pm)
Looks great Dusty...so being a pro, I know you know that finishing the game is one half of the battle. How are you planning to promote? BTW...we can probably help a bit.
#14
08/05/2011 (12:58 pm)
Very cool.
#15
@Eric - Right now the promotion plan is mostly through a carefully cultivated social network, and trying to get the game in the hands of the more visible industry sites & try to garner some public awareness.
And I've long been aware of the various disadvantages of working through a publisher, but when you're doing it all yourself you're also forced to recognize just exactly everything a publisher brings to the table. I'm definitely interested in potential promotional and cross-promotional opportunities. Going to shoot you an e-mail, if you don't mind.
08/05/2011 (7:23 pm)
Thanks Eric & Cassondra! @Eric - Right now the promotion plan is mostly through a carefully cultivated social network, and trying to get the game in the hands of the more visible industry sites & try to garner some public awareness.
And I've long been aware of the various disadvantages of working through a publisher, but when you're doing it all yourself you're also forced to recognize just exactly everything a publisher brings to the table. I'm definitely interested in potential promotional and cross-promotional opportunities. Going to shoot you an e-mail, if you don't mind.
#16
Social is great. Don't forget about sites like Digg. I once built a quick little GoogleMaps web-based editor and had 22k visits in less than four hours.
What do you think sets your game apart from other games that are competing for the same dollar?
08/09/2011 (1:25 pm)
It's definitely tough, and expensive. I actually took the reigns of instantaction.com advertising for a while and learned a bunch about how to do online marketing. We would spend somewhere around $2.00 to $3.00 per 1000 impressions. And considering that a good click through rate is 3%, you can see how things can add up.Social is great. Don't forget about sites like Digg. I once built a quick little GoogleMaps web-based editor and had 22k visits in less than four hours.
What do you think sets your game apart from other games that are competing for the same dollar?

Torque 3D Owner Quentin Headen