Wednesday, July 22, 2015

Broken Minds demo build update



Greetings folks,  first off let me take the time to thank you for playing the first build of our demo for "Broken Minds". If you have not played it yet, please take a moment to visit our last update here for the download link. Or you can wait until tomorrow when release the second build. We do not have a pause menu yet, so you need to press the Escape button on your keyboard in order to make the mouse cursor visible so you can select the "X" button on the game to exit out.

Now we may not have a pause menu for this next build, but we have addressed other issues you wonderful people brought up.

1. There will be puzzles to solve in the accessible areas of the build.
2. Background music will be added.
3. There will be hints along the maze that should make navigating the "brain cave" less of a hassle
4. We are working on a version for Mac that will be made available with PC build

We are still hard at work on bringing you the full demo by the end of July and we will keep you posted. If you have any questions, comments or obscene gestures you would like to send our way, hit us up at our official twitter.
Thank you for taking the time to read this, we hope to see you soon.

Monday, July 13, 2015

The big July update, Broken Minds build one is here



Hey there folks, long time no see. As you may have noticed, it's been extremely quiet over here in this particular corner of cyberspace. Put it simply, we have been busy.
Lets get to it then, first and fore most, we still plan on releasing the full demo close to the end of July early August at the latest.

Originally we had plans for a time attack mode to be released with the demo. but due to the scale of the current maze, we realize that that is just not going to be possible while maintaining our deadline.

Now this is the part where I would show off some art assets or some music and say something that explains the piece all the while trying to drum up interest and hype, but there is only so much you can do with a couple of textures and a 15-60 second piece of music. So instead of just throwing art and music at you, I'm going to give you our current build of the demo. It's not very long and there is not a whole lot to do there (yet) but It should serve to give you a basic idea of what we are going for. There is no music or sound at the moment, but next week's build will be much. bigger. Feel free to comment letting us know what you think or what we could do to make this better or let us know is something is not working.

http://www.mediafire.com/download/l46m55q49l1vqo6/Broken_Minds_Prototype.zip

Sunday, June 7, 2015

We're not dead, just busy

It's been a while since I have had the time to update our dev blog due to real life, for those of you who have been keeping up with us, I am truly sorry for that. Like the title state, we are still working on the demo for Broken minds and we hope to have it in your hands by the end of July. With apologies  out of the way, lets get on with this quick update.

First and foremost, we have an official Twitter account for team salmon studios. You can follow us @team_salmon for more updates and less inane chatter than what you would find on my personal twitter.

Secondly, we have some sprites, music and concept art to show off. First up to bat for the sprites is a basic rotation of one of the monsters that will be hunting you throughout the maze
 followed by a shot of the Knife. We should have some of these sprites animated pretty soon.



 











 Up next is a quick sneak peek of the music that will play as the credits roll, judging by the tone of this peace, it's safe to say that this is not for an ending full of sunshine and lollipops 

http://vocaroo.com/i/s1NpUc8bGUfv

And last but not least, here is some concept art of monsters early in development.


 The basic idea for this baddie is two bodies merged together
 While this little guy here is a walking tumor. Obviously these designs are not final.

That's all for today. Be sure to keep checking the blog and follow us on twitter. Hopefully within the next week we will have some animated sprites to show you along with a storyboard for the opening cut scene.

Tuesday, March 31, 2015

Update 2: No, it's not April Fools for this.

Welcome back to the team Salmon dev blog, tonight we will be showing off some more sprites, a bit of music and some short but sweet Alpha footage. So without further adieu, let’s get started.

Lets go ahead and get the short stuff out of the way, last time we showed off our concept for the “shadow child”



 Well, now we have that sprite in it’s default pose:

Not much to say here really, other than we will have animated sprites up running in the next couple of weeks.

Now that we got the quick stuff out of the way, lets go over the music of this hand crafted nightmare. Now just to give you folks a heads up, these are not the final tracks that will appear in the demo, but they should give you a basic idea of what we are going for. first up is the current track we have for the main background music that will play throughout the demo 
http://vocaroo.com/i/s0S8UrL570pP

Next up we have Roberta’s theme, now this track is in it’s early stages, but it does shows promise. 
http://vocaroo.com/i/s0MFBR87vR80

Last but not least we have music that will play during the title menu. Take a listen.
http://vocaroo.com/i/s0yzZc8B8aXi

And now for the meat and potatoes of this update, the alpha footage. First up is our early test footage used to give us a basic idea of what our first person view would look like with the Unity engine.
 Not much to tell here really since there is not much to the footage. This was done just so we can get a basic feel if the engine. Next up is the actual alpha footage.
Now I don’t wanna give too much away, but if you’re wondering what this room is supposed to be, bear in mind that this game is dealing with an individual’s traumatizing past and the effects it had on her subconscious.

That's all for now folks, but keep you eyes peeled for more updates here at the spawning grounds. We have much bigger update heading your way within the next couple of weeks and you’re definitely not going to want to miss out on. Be seeing you.

Wednesday, February 25, 2015

Update 1.the art of making a game.


Greetings folks, welcome to the second installment of the Team Salmon development blog. First and foremost, it has come to my attention that there is already a game out there titled "Labyrinths of mind" in the mobile market (looks pretty cool btw). Not really that big of a deal, seeing as you are just now getting to know us, that just means a new title is called for. Ladies and gentlemen, boys and girls of all ages, allow me to introduce our debut title "Broken Minds, a labyrinth of the subconscious". Now that we have that minor problem taken care of, lets move on to talking about what you came here for, the game.

"Broken minds" Is a 16-bit, first person survival horror title that takes place during a near death experience. Instead of watching their life pass before their eyes, you must explore a labyrinth created from their subconscious in order to decide if they perish or if they survive this horrific ordeal.

In the upcoming demo (dubbed episode 0 "the crawl") you are put in the role of Roberta Olmos as she navigates a maze built from her memories and populated by her inner demons, while searching for seven items that will give you clues as to what happened as you try to find the exit before time runs out.  The timer will be located at the top left corner of the screen (in a large not so friendly font) and doubles as a health meter, whenever you are attacked by one of the monsters inhabiting the maze, you lose more time. However you can add time to the clock by collecting the the seven items scattered throughout the maze. When you start to run out of time, the timer will start flashing red to let you know that you are in danger. when the timer runs down to 25 seconds, the sound of dirt being shoveled into a grave will be heard accompanied with the sounds of Roberta’s terrified screams becoming increasingly muffled by the dirt as the timer runs out.

Moving on without a proper transition here is some concept art and early looks at what the game is going to look like
Meet the shadow children, these little ones aimlessly wonder the maze like you. However, while these children will not hurt you, you still want to steer clear of them as they act as a warning for something much more sinister being close by.

Here we have an early look  of the area you start off in, not much to say really other than that it is a hallway made to look like a brain.


 and here we have another monster simply dubbed knife guy (I'm sure we'll come up with a better name for him later), As you have probably speculated, this guy aint exactly looking for hugs. Unless your just dying to get a few more puncture wounds. you might wanna run this beast shows up.

Well that's all for now kiddies, be sure to keep this little  dev blog in your book marks to keep up to date with our progress all the way up to the (targeted) release of the demo in late June or early July.
Thank you for dropping by.




Monday, January 26, 2015

Going up the falls

Welcome to the official Team Salmon developer's blog, where we plan on giving you a first hand look at the ins and outs of an independent studio hard at work. We are magnificent team of seven individuals from different different parts of the country and all walks of life, seeking to create a unique vision of the survival horror genera and much more. On this little section of cyberspace you will find concept art for projects in development, detailed summaries of staff meetings, music, alpha/test footage of game play, and of course a link to the demo of our upcoming game "Labyrinth of Mind".

Labyrinth of mind is a psychological survival horror title that puts you in the shoes of Roberta Olmos, a young woman currently in the middle of a near death experience. Instead of her life flashing before her eyes, she is forced to wonder through a labyrinth constructed in her sub conscious from her memories. The game will not focus on combat, but rather exploration and puzzle solving while evading Roberta's personal demons. While we are keeping most of the details under wraps at the moment, what we can tell you is that this game will have a 16-bit look while being played in first person (think along the lines of the original Doom).

Thank you for taking the time to read this quick introduction page, we hope you decide to join us on our journey up the challenging water falls of the video game industry, where our final destination leads to the spawning grounds of notoriety. We are Team Salmon, and we are here to make video games.