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Latest update.
What an amazing campaign!
Hey everyone,
Wow, what a campaign! First off we want to send out a huge thank you to each and every one of you who has supported our project. We would also like to say thank you for sharing the campaign and all the help you have given us in getting the word out about the 16-bit version of UrbX Warriors. Late Pledges
We have already had some feedback regarding late pledges as we can appreciate not everyone who wants to back the project could do so before the campaign ended. So for a short time we have left the campaign open for late pledges.
What's next?
So what happens now, what are our plans? We are, as many of you know, in the final stages of finishing the development of the 8-bit version for the ZX Spectrum Next. Currently we are working on the final game features that need just that bit of extra polish before it all works as intended. That includes adding the last of the final boss maps. We also need to add a few elements to the UI and make some tweaks to the overall presentation. Then we're in final QA and that is done. Once we ship the Next version we will be locking all the assets down, which will then form the base for the 16-bit Edition enhancements.
This 16-bit Edition
As you may of seen in the campaign video, we have a list of things we are adding to the game in order to make the 16-bit version feel like a proper Amiga or Mega Drive game, not just a quick port.
The tech demo some of you may of seen is just that, a tech demo. Ruslan put this together a few months back working alongside Tony and the new C game engine he has been developing. It was this that prompted us to bring development forward and launch the campaign. One of the biggest challenges when working on the two formats is both are fundamentally different from each other in almost every way so getting the technical underpinnings right is crucial. CPU differences
Both machines have their strengths but are both very different when it comes to game development. Thankfully they share the same class of CPU the Mega Drive / Genesis with its 16-bit 68000 and the Amiga AGA (1200/CD32) using the 68020 which is technically a 32-bit processor, both sharing the same instruction set, hence why we called this "The 16-bit Edition". Audio Visual Differences
Graphically they are also very different machines, the Amiga with its 256 colour mode display (palette of 16.7 million) and the Mega Drive / Genesis using 4 palettes of 16 colour from a 512 base palette for all backgrounds and sprites. There are various tricks and effects we are utilising so we can make each version the best we can. All this clever hardware specific stuff sits under the main C engine so the game will be the same on each as they share the same base code but graphically and sonically they will be tailored for each platform. The Sega machine with it's iconic classic sounding arcade FM synth chip and the Amiga with its awesome sample based multi-channel audio are both being developed to maximise the audio quality of each. Let's go!
From us to you, once again thank you! Without support for indie game developers there would be no incentive for us to work on projects we love for you to enjoy playing. It is truly great to be able to revisit these machines we both spent many happy years crafting games for back when all this stuff was new! It's like being back in the 90s! Back from the future!
Until next time,
Much love,
Stoo & Tony
I think late pledges contribute the final stretch goal but haven't had this confirmed.
Some of the higher tier pledges have the option of paying 3 monthly instalments but I don't know the level his is set at. I ordered the treasure edition and added the CD32 edition to the order.
If I get confirmation of the above I'll update the info accordingly.
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