May Dev Recap

We continued this month on our push to add features.  We also had indie game expos to attend! May in detail In May we got the starmap functional elements finished. Yay!  All that remains now is to add transition effects for moving between the main game view and the different starmap views.   At the expos we received a lot… Read more →

April Dev Recap

This month was heads-down on development with no external demos, and we’ve accomplished quite a lot.  We just learned we are finalists in the Seattle Indie Game Competition (SIGC)! It’s time to talk about how the different combat systems work in the game.   Armor Armor is damaged by weapons and requires resources to repair. Civilian ships have no armor;… Read more →

March Dev Recap

Another month has passed and we’ve accomplished quite a lot. Destroyer taking damage This month we have been making the entire interface what we call holographic – meaning no flat buttons on the screen — absolutely all game elements will be 3D and part of the overall experience. We think the major benefit of this will be deeper immersion. It… Read more →

February Dev Recap

February was extremely productive. We’re getting excited as most of the functionality in the game is now in place! Gunboat Our event system has been dramatically improved, and we are happy to say that it is now much easier to create events for the game. Brian J has been creating events as well as beginning the long process of integrating… Read more →

January Dev Recap

  What a busy month it has been! We’re settled into our new office and are continuing to work hard on XO. Here’s what we’ve been up to: Much of January has gone into making the wireframes we created in December work in the game. We still have work to do in that department, but progress is coming fast. Through… Read more →

Starmap_preview

End of the Year Update

It’s hard to believe that XO has been in development for over an entire year now. At the beginning of 2015, a small group of strangers got together in a closet (which we lovingly refer to as an “office”) and set out to create a visually striking sci-fi game that would capture the feeling of being an admiral. We attended some… Read more →