Biomechs, catchers and marshy locations
MESSAGE #1 - Mar 1, 2004

We're working hard on Space Hack and we have proofs for that! After whole day's work our little office gets so hot that despite the few degrees below zero outside we have to keep our windows wide open. ;-) This doesn't bother us though. Effects of our work, which we obtain practically every few minutes, are definitely worth it. There's a lot going on around the office. The advanced stages of game development are always the most spectacular... and stressful.

Monsters, which you will have a chance to meet in the game, are being enriched with special effects of every description. Attacks with energy weapon, tearing with claws and sinking fangs -- everything starts looking fancy. We put a lot of effort into animation of monsters' deaths. This is one of the most important ones. After all, they're the direct effects of our "actions" in the game. ;-)

"Catcher" is the creature that we're dealing with at the moment. This biomechanical entity has no good intentions, but at least he's cooperating until he's fully modelled and animated. In the game he is, nomen omen, trying to grab and squeeze us, so it would be better to keep him at a distance.

At this moment we're also finishing "marshy" biospheres. Houses, pillars and equipment sunken in mud, with platforms above them for people to walk. The effort we've put into our map editor has payed off. Locations are being developed quickly and our artists have a chance to let off steam and be creative.

Well, that's the first message from Rebelmind's headquarters, so I guess it's enough.

 

#10 - Currency, energy weapons and missions (May 12, 2004)
#9 - Monsters' hierarchy and a bit of history (May 5, 2004)
#8 - Biochips, desert roses and big spiders (Apr 27, 2004)
#7 - Alien biospheres, eggs, robots and tasks (Apr 20, 2004)
#6 - Communicators, Mother module and shadows (Apr 5, 2004)
#5 - A few words on cannons (Mar 29, 2004)
#4 - Holographs, teleports and scientific biospheres (Mar 22, 2004)
#3 - Loading times, better mines and deserted lands (Mar 15, 2004)
#2 - Frozen biospheres, mine fields and teleports (Mar 8, 2004)
#1 - Biomechs, catchers and marshy locations (Mar 1, 2004)


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