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CHUCKLEFISH PARTNERING ON THE SIEGE AND THE SANDFOX CHUCKLEFISH PARTNERING ON THE SIEGE AND THE SANDFOX
CHUCKLEFISH PARTNERING ON THE SIEGE AND THE SANDFOX
CHUCKLEFISH PARTNERING ON THE SIEGE AND THE SANDFOX
UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD
UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD
UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD
WE’RE EXHIBITING AT DEVELOP: BRIGHTON WE’RE EXHIBITING AT DEVELOP: BRIGHTON
WE'RE EXHIBITING AT DEVELOP: BRIGHTON
WE'RE EXHIBITING AT DEVELOP: BRIGHTON
NEW CHARACTER MOTION GAMEPLAY TEASER RELEASED
NEW CHARACTER MOTION GAMEPLAY TEASER RELEASED
NEW CHARACTER MOTION GAMEPLAY TEASER RELEASED
  • Smile

    Smile

    CHUCKLEFISH PARTNERING ON THE SIEGE AND THE SANDFOX Monday, November 7th, 2016Chucklefish

     

    Chucklefish – the company behind the excellent Starbound and Stardew Valley – have partnered with Cardboard Sword to help us bring you The Siege and the Sandfox.

    We’re delighted to be working with a studio full of such lovely people, and who are known for their awesome library of stunning pixel games. We’ll hopefully fit right in!

    We can’t wait to develop Siegefox further with them by our side, and show you all more as we continue to work on the project.

    Read more on their blog, here.

  • Shock

    Shock

    DEV BLOG: WORLD MAP AND AI UPDATE Wednesday, August 31st, 2016

    We’ve been focusing back on full-time development following Develop and Radius, as well as working on a few TOP SECRET things that will be shared when the time is right.

    Our designer Chris is currently split between two tasks – AI improvements that improve our stealth gameplay, and fleshing out the outer edges of the world map.

    World Map

    World map image

    We’ve been working on making rooftop sections at the very top of the map. This is an area we’re sure will get lots of iteration, because we’d like a player who’s really mastered the moveset to be able to get across here in one fluid motion.

    To start with, Chris is just blocking out the space, seeing what feels right, and how to sensibly manage the height change between the two neighbouring sections. Currently it feels pretty good to climb the towers internally, but not so good from the outside. We’ll be focusing on breaking the outline up a little and trying to add some more interest as you travel between them.

    While doing this, we’ve also started adding to the wishlist of future player controller improvements. Things like being able to interrupt some animations, and some ‘feel good’ things like caching of jump inputs, and allowing a little tolerance when making jumps off ledges.

    We’ve also started to prototype some of the movement features that’ll be unlocked during the course of the game, but we’ll save that for another update

    AI

    Meanwhile, over in AI town we’ve been trying to work out the best way to approach doors.

    The current implementation uses nav link proxies, and actually works surprisingly well – kudos to one of our coders, Rex, for digging into these because Chris was having difficulty understanding how to make them do anything useful!

    However, we’re trying to take a pretty tough stance, that as much decision making as possible for the AI should happen as behaviours within the behaviour tree. Currently, the use of nav link proxies breaks this rule pretty fundamentally. From the behaviour tree perspective, the AI just uses ‘move to’ and either reaches it’s final destination, using doors along the way, or doesn’t make it.

    We’re pushing for a solution that lets us setup lots of fall backs in the tree to allow for things like unlocking doors, breaking doors, and anything interesting we might come up with in the future. We’ve been heavily inspired by the examples given in this Gamasutra article.

    To that end, we’ve mocked up our own version using placeholder nodes in a behavior tree:

    Behaviour tree

    Well, that’s all for now, we’ll provide another update when some of these things are implemented. Fingers crossed it works as well as it does in our heads!

  • VerySad

    VerySad

    #SIEGEFOX AT RADIUS – VIENNA Wednesday, July 27th, 2016Chris on our display at Radius

    We took The Siege and the Sandfox to the Radius Festival in Vienna last week.

    Chris – our designer – had a great time showing off the latest pre-alpha demo to attendees, and grabbed an interview with BAFTA Crew‘s Des. You can watch that on Twitch, here (skip to oo:43:24).

    Need photographic evidence? I thought so!

    Chris interviewed at Radius

    Chris interview at Radius

  • Blush

    Blush

    DEVELOP: BRIGHTON ROUND UP – CHRIS WILSON’S TALK AND MORE Thursday, July 21st, 2016Siege and Sandfox Setup at Develop Brighton

    We’re back from Develop: Brighton after a very successful show! The always-wonderful folk at Unreal gave us a spot in their Unreal Lounge in the expo space of the show. Massive thanks to Jess (playing below) and Mike, in particular for inviting us and helping arrange everything. We had a great time, lots of people playing the game and chilling out asking us questions.

    Jess from Unreal plays our game

    Jess plays

    Our designer Chris also did a fantastic talk – entitled ‘Using AAA 3D Engine Technology to Enhance 2D Pixel Style’ – which you can watch on our YouTube channel here. It gives a great insight into how and why we went 2D and Unreal and a few other bits about us and the game. Give it a watch.

    Chris doing his talk

    Chris talks

    Want the slides? You can have them too! Here ya go!

     

  • Ehh

    Ehh

    UNREAL DEV GRANT AWARDED TO CARDBOARD SWORD Tuesday, July 12th, 2016gif of unreal logo inside chest

    We are delighted to announce that we’ve been awarded an Unreal Developer Grant.

    The grant, setup in February 2015 with a starting pool of $5,000,000 and awards of between $5,000 – $50,000, was designed to help support developers using the latest iteration of their engine.

    Receiving the Unreal Dev Grant is a great boost for us. We recently finished our prototype with the UK Games Fund, and have now shifted to full development via internal investment. We budgeted assuming we’d never get the Unreal grant, but thanks to it we now have a greater contingency, so can perhaps spend a little more on things we otherwise couldn’t afford. It’s also been a big morale booster for the team knowing that Epic have faith in us and our game.

     

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