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Intruder Alert! is an upcoming cooperative asymmetric multiplayer Real-Time Strategy Shooter; a standalone indie title powered by Unreal Engine 3. rM CommunitySteamTwitterFacebookYouTubeGoogle+Reddit

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IA!'s very first concept images (a pile of them!) and a sneak peek at a sound design prototype are at the heart of today's first of many news posts.

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Level Concept

After breaking our silence and announcing Intruder Alert! to the world just over a month ago, and with development pushing forward at blazing speeds, we can now turn our attention to you, our growing community!

As we've mentioned time and time again, we pride ourselves in our efforts to keep IA!'s development as open as possible, sharing progress with you as we make it (you can actually track our progress LIVE by joining our IRC channel).

Mountain: Exterior 01Mountain: Exterior 02

Mountain: Interior 01Mountain: Interior 02

Mountain: Interior 03

One of the main ways we'll be doing so is through IA!'s Development Blog in the form of Spotlights, Progress Reports and other miscellaneous entries. The blog's media-packed inaugural post, written just a few hours ago, describes the process we followed to design the art for IA!'s very first environment: a secret lair hidden deep inside a volcano, a perfect fit for the theme and art style we chose for the game!

⇒ Read: Spotlight: Designing Art for IA!'s First Environment

Completing that lair will bring us one step closer to reaching our next major milestone and finally being able to release IA!'s first public build to the world.

You've probably noticed our brand new Gallery by now. We'll be filling it with all kinds of concepts and screenshots throughout development, so be sure to keep an eye on it! And now that you've had a chance to take a look at the first pieces of artwork that we've posted in it, your imagination must be going wild.

Want more? Of course you do. Hit play on the track below, close your eyes, and let your imagination do the rest!

This is just a small taste of what's to come. We'll be putting your imagination to work by sharing with you similar stacks of images, audio tracks and videos, every two weeks and for the foreseeable future! So be sure to check back every so often as we'll have tons to share with you, more and more as we get closer and closer to that first release.

Remember: Your feedback is paramount to IA!'s success in becoming the best game it possibly can be, so we're counting on you to post as much of it as you can (preferably on IA!'s forums). And be sure to let your friends know about it too; you'll be playing with them soon enough!



Evil Mastermind

We hope you're all as anxious to play as we are. In our next post, we'll be shedding some light on some of the features we've implemented so far, and will be sharing with you IA!'s first ever in-game screenshots!

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The concept art looks pretty neat. Can't wait to see what is in the future.

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This art is amazing, Im defiantly going to watch this game evolve.

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I'm liking the design, particulary the guard house, and as much flak as teal and orange gets, I think it works for the enviroment here. The survy nature of the design looks good and is refreshing from the boxy appearence of most games.

I'm not keen on the evil genius, as he doesn't capture the bond style blofeld/Dr no appearence, and yet he's not far enough away from it for him to be his own thing.

For the launch room and interior 1, I'd suggest adding hand rails and walkways, not for health and safty, but more so there is something for baddies to fall over when shot. :P

Judging from the trailers of Overwatch, you use combine feilds to hide spawning baddies. How do you plan to do that here?

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AndY Author

Hi SabreXT - We haven't made a definite decision on OP unit spawning yet, but we have a few ideas. We'll post about them soon!

And thanks for the feedback! :)

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I've been imagining the Evil Villan as looking like Boris from Boris and Natasha. The art you have here is good looking, although the legs are too small in my opinion.

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He is wearing a long coat though (note the knees) and until we see what other people look like I think it's to early to say. I also don't know what roll he will play in the game.

Personally, excluding ideas that don't match the theme, I picture the mastermind as either a Blofeld/Dr No/Dr Evil/Maxamilian from Evil Genius style villain (seems to be what they are going for) or a nazi style psycho general like Red Skull from Captain America or M-Bison from Street Fighter.

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