Omegatech
  • Sunday Reticle Iteration

          Last week, Megaworld Studios hit the Austin Game Conference, which was an incredible experience across the board!  We’ve been hit with a fresh wave of amazing feedback to sink our teeth into, so stay tuned for more on that once we’ve churned through all of our new data.   In the meantime, […]

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  • Plans and Procedures

            The flare of imagination needs to be constantly reeled in to keep the scope in check this close to a finish line.  Something we refer to as the buffet of design.  It’s a sensitive place, like Luke Skywalker first using force abilities.  Just say ‘no’ to add scope, no matter how […]

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  • Dev Update 9-13-2016

          The loot systems we were working on last time are getting pretty robust now, and we’re starting to feel like we’re hitting that sweet spot of balance and satisfaction we’ve been chasing for a while.  Dialogue systems continue to improve, and we’ve been kicking it up a notch at the workshop level […]

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  • Tuesday Looting Specs

            Over the past couple days we’ve generated several system docs to cover some needed loot distribution and art specs.  Joel has been giggling excitedly over his new spreadsheets for days now.   The specs seem to be well worth the trouble of solidification.  Not only will these new technical sheets let […]

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  • Sunday – Symbols and Dialogue

            Got done working with the 2D artist today to make 10 buff icons, constructed in a way to make an “icon bible” and solidify the way symbols look and feel. The plan is to identify bonuses with symbols rather than words to quickly associate what kind of bonus something has.  That’ll […]

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  • Saturday Night Icons

          Featured here is Shield Module and a Tek Chip used for crafting upgrading reagents.   This weekend was a productive day working with art and testing engineering prototypes.  Our vectorized icon display system gets a polish, and our crafting is looking better and better.  With hundreds of anticipated icons, we needed an […]

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  • Friday Dialogue Freshener

        A great dialogue day. Joel and I focused on forging and polishing dialog for levels 1 & 2. We’ve been tightening story arcs and looking to keep the action moving. We also took the time to fine-tune the existing dialogue again.   Together we invented a plot path choice supported by the gameplay, […]

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  • Dev Update 8-5-2016

              Between Laser Claws slashing and Zap Cannon blasting, the player is in for a treat with close combat opportunities. As Level 3 gets close to polish stage we get to see the melee action of the new Enemy type, the Panthrak.   This little hunter / killer gets right up in […]

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  • Christian Game Dev’s Con

            We had a fantastic show at the Christian Game Developer’s Conference–lots of new friends and several other folks who have been invited to help participate in making the game become reality.  An awesome amount of talent at the show got to take a look at all our hard work!   We’re […]

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