First day back at the day job…

SWAMPED!….Man does work pile up!… =)… Hopefully I get some time before new years celebration tonight. But I would not give that much of a chance. I am still finishing the descriptions on all the bazillion mods and items and spells… I am backing them all up with lore as hopefully next game or so I can expand into an explore-able cursed realms universe. Then the lore could be expanded and explored…

then I will have to produce about 50 icons for them. I need to also lock them down and add the loot system to the game. After that I will finally be back to finishing level 1 and the entry menus for alpha. I suspect I will be back to the later near Friday.

Happy Monday!

More when I get time….

Time to finish the traps today…


Now the purchase / inspection screen has been updated to the new system

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I have updated the research graph to the new system. I still need to update the item description which I am doing now =).. Good stuff!

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1 left! =)

Here is the spike trap that sits in the ground and rips up through flesh and bone =)

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And traps are done break time =)

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Research design updated and now I am implementing…–Research

Menu now shows research… now to add the button to open the research menu =) Also cleaned up the menu some more…

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More later….

Still nailing down menus…

2 traps left! =)… (for now more will be developed during alpha I am sure…)…

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Change of design I think… What do you all think?
The loot thing has been hard to squeeze into this type of game but I have an idea and a way to break some molds. Cookie cutter big house name games all use the research or skill tree that limit the way you progress in their oversized amusement parks. How about we open all the items (Per episode) and you must find them in game. Each item will be manually placed on an AI in game and some randomly drop if there is not loot specified on the enemy AI. Every time you loot an item you already have it gives you another level to that item up to 100. Each level adds a certain percentage per level to the power of those units. You then have to research to get level credits… some abilities cost more then others to level. Thus feasibly you could have all episode one abilities unlock on level one if you are REALLY lucky and choose your own path of power ups. This makes the game so customizable there might even spring up guides online on how they decided to level their toys….

You have no items… then an enemy drops the phaser turret. You then press on it and the research menu opens and adds the research turret to things you can research at level 1. You then dedicate some medics to research. They get to about 300 research points and you decide to spend them on the turret again to get it to level 2. Then another AI drops another turret tag and you press on it leveling the turret to level 3. Etc for all items in game and there are a TON…

Example 2:
An enemy drops a advanced brain design. You press on it the research menu opens and you now have a level 1 advanced brain you can add to minions. (I am designing it where minions get 1 modification so choose wisely. All minons of that type get that upgrade.) You then have 300 research points that you can choose not to spend on the turret, but on the advanced brain that increases speed and damage for all minions of the type…..

I like it a lot what do you all think?

I ALWAYS want to buck the curve as I can take risks Big studios cannot and that is one of a very few advantages I have over 10-60 man crews =)….

Also updates spud turret to trap as I had way to many turrets already…
(cut from database so its ugly but readable ignore spelling and typos as that comes last =))
s name |Spud Trap|
s desc |If you ever have too many spuds what do you want to do? Add some alien poison vapor producing microbes that create special toxins that poisons your foes.|
s history |Warpwit the mad discovered a toxin that is toxic to metals and flesh on touch in his adventures in the abbadon fleet. It infects and disolves metal and flesh while replicating. A very dangerous programmed virus that stops replication upon death of the vessel. Ingenious…|

Interfaces take a LOT of work.. Most studios have more then a few people dedicated to just the interface from the art into the code and scripting. I have ME =)…

Today I hope to finally be done with the research menu items and icons. I still have to construct a few traps and icons. Then back to level one with a more functional game. I still need to go over the intro screens for alpha…. but it is getting closer every free hour I find I can dedicate =)…

Getting better =).. The whole thing is animated with a static like effect.

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When you press an item to learn more here is its menu… no off to create the rest of the traps after a workout =)
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Ok family Christmas almost over

So full on work time again today =)… I had some family in town I see once a year so I had to take yesterday off. I will post as I go. I have quite a list to get to today. Merry Christmas all….

Working on the research menu icons and functionality… getting the game working together with the data =)…

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Getting there.. Had some stuff come up today but I will have a BUNCH of time this week for cursed realms =)

Here are some more icons in the research tree…

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Avert your eyes mr spud… tones of typos and miss-spell-erin going on dere =)…

Day off means day on ;)


Rocket Launcher turret:

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Next: DOOMSDAY 😉 Time for an upgrade Doom….get ready =)…

Your projectile Doom directly from M.E. 😉 I remember “I want a cannon that shoots skulls and man they have got to have blue eyes” cannon coming as soon as it is done…


Meet floating hell turret Doomsday… =)
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tried this and going back to skull and less blood….skull cap metal
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like this
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And the skull
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Skull Away for massive damage:
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And finally the Kirk-Krakon device… do not get to close =P…

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Moving along

I am tossing the rest of the traps in….heres the cute little mini-Phaser turret

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and dead

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And the mini gun… going down the list =)…

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More as I go =)..

Plasma gun with plasma shot

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Got down to the rocket launcher… almost done with him I have to make the rocket and effects for it…. then a few more and the trap items are done! =)… back to the research menus after I make the trap icons from their in game counterparts =)…