Isla, Lilly and Jazmyn are best buds who like to spend time competing in the mech bot battles every Thursday. Little do they know they have a silent observer who’s keen to take on their special skills. Also, little do they know that something big is about to happen in their heterotopian city named Forge. Nor are they aware that they’re about to be thrown into interplanetary war which will test every bit of their special attributes alongside and against some very fascinating characters. Get your game faces on. Things are about to get ridiculous.
Company Colossal is a hybrid game of Tower Defense and Top Down Shooter – independently and simultaneously. Let me draw you a picture… in words. In one level you’re escorting a giant robot through a city, shooting incoming enemies, a cut scene brings you down onto the giant then, Bam! You’re looking over a section of the giant planning out where you’ll build your defending towers. Intense!
Company Colossal is very story driven, so much so that it has a large amount of quality voice over and animation to keep you deep in the story’s universe over the 30 levels.
This is a cut of some gameplay, for a dev demo I finally submitted. I've awarded myself a little break.
Shows a little in-game cinematics, and game-play of first two levels.
The purpose of this post is to give a little extra insight into the world of Company Colossal and its inhabitants.
Animated walk cycles of the heroes of Company Colossal. Bringing the character out of characters.
A Sketchfab photo(model) of the Company Colossal team. Pre-Company Colossal.
When your game has a story to tell and the story relies on good characters to drive it. Some planning and backstory is near essential.
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Managed to spend a whole weekend working on the Settings menu. :')
I've been putting it of for a year now. Feels good to get it together.
Currently running through the pros and cons of Saving and Loading via Binary Serialization. Or using SQLite.
These are the current exciting things I'm considering at this present moment!
There's been some quiet time while I've been working abroad, in Utah. Dev will recommence next week after the jetlag has worn off. :D
Currently creating a new set of enemy units. I've been looking forward to working on this level. Going to be fun, and weird.
Sometimes, for some reason - bugs are kind of welcoming. Video.twimg.com
I'm really hoping to get a small alpha demo out very soon. Hoping to get feedback from it. Will likely consist of 3 levels of various play mechanics and their cut scenes.