Posted by Bram on October 3, 2012 · 2 Comments
Last week we presented the latest build of our demo to the audience of Indigo 2012 in Utrecht, the Netherlands. Of course a lot of you weren’t able to make it, so here are some screenshots for you! Looking forward to the demo? We don’t have a definite release date yet as we still want [...]
Posted by Bram on September 19, 2012 · 1 Comment
Curious about what the upcoming demo is going to be all about? As we wrote earlier, it’s all about the combat system. But of course there will be a lot more to it. As a story-driven game, the Cross of the Dutchman demo will contain its fair share of dramatic events. If you aren’t yet [...]
Posted by Bram on September 14, 2012 · 5 Comments
Cutscenes are a great way to tell and progress the story. For Cross of the Dutchman, we choose to use a more uncommon style that we think fits exactly right with the game and the graphical style. While most games use pre-rendered cutscenes with the character-models acting as… actors, we take a different approach. The [...]
Posted by Bram on September 12, 2012 · 6 Comments
Want to make your game immersive? Then good audio is key! You don’t want to let it sound like a squeaking clowns shoe of you wack a guy with your 7 feet long double-handed sword. Creating the sounds of Cross of the Dutchman is in the hands of our composer and audio designer Stefan Kuizenga. [...]
Posted by Bram on September 11, 2012 · 9 Comments
Time to show you some of the progress we’re making. Here is something you’ve never seen before: the in-game Head-Up Display (HUD)! We’ve shown you some gameplay footage in the past, but that was lacking a real HUD. True, it had a basic health meter, but that was more like a band-aid solution and was [...]
Posted by Bram on September 7, 2012 · 2 Comments
We’ve got some great news for you today. We are very pleased to announce the team has started a new development sprint! Remember the last one? That went really well and we made a lot of progress. Now, this September we are doing another sprint. This time with an ambitious goal: finishing a demo! We’ll [...]
Categories: Blog, Development, Slider · Tags: CotD, demo, Development, Frank, Gerard, Pascal, Ronald, Sprint, Stefan, Willem
Posted by Remco on January 16, 2012 · 7 Comments
It’s been a while since we’ve updated this topic, but since a small announcement by one of the ladies in the Triangle administration on Q Music, we were receiving emails from a new wave of potential voice actors who were interested in joining the competition. We were able to accomodate two of these gentlemen in [...]
Posted by Remco on November 11, 2011 · Leave a Comment
Just four weeks ago, we posted an article about our search for a 3D artist to join our team. We’ve had dozens of applications and a number of interviews, but we’ve finally made our decision. From next monday (yes — we move quicky) Ronald will join our team in Leeuwarden! We are very happy to [...]
Posted by Remco on November 8, 2011 · 3 Comments
Most of you are getting used to the frequent CotD upgrades, but are probably curious about the progress we’re making. Time to update you on the matter! In earlier articles, we mentioned that we’re using SCRUM as a project management method. This means that the team defines a “Sprint” that contains a certain amount of [...]
Posted by Remco on October 27, 2011 · 6 Comments
Developing a video game is a tremendous effort for a team. You have programmers, designers, artists, testers and managers all collaborating on a single project. During these often long development cycles, it is possible to lose track of what your goals are, and for us that is creating a kick-ass videogame. Sure, you can always [...]
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