March 03th 2024
Started work on user account creation.
February 16th 2024
Map generator dev on schedule.
September 19th 2023
Asset organizer is ready for beta texting.
November 10th 2023
These tools will allow to make RPG VN Hybrid game or any other like => DnD, ADV, Otome, Bishoujo, OELVN, EVN, Denpa,
Utsuge, Nakige.
April 20th 2021
Starting work on a tooling kit to allow anyone to create and publish their own game.
October 06th 2019
At this stage we are working intensively on multiple facets of the of the #online and #tabletop
#CardGame #TheOrderofTurios. Also optimizing some client side software delivery and maintenance
processes to better user experience.
May 01st 2018
This week started a contract for a client to bring more moolah to the project .
Still tweaking card graphic and trailer video for The Order of #Turios #fantasy #cardgame .
Mar 05th 2018
Test playing to determine the composition of our 1st of 3 Online default Card Deck,
they will also be available for the #tabletop version as #starterdeck. We plan on having
from 90-120 different #gameCard for 1st edition. Minimum deck size is currently set at 54 cards.
Jan 24th 2018
This week we are working with #AWS for testing our #mmo server engine on EC2 instance
Jan 24th 2018
This week we are working with #AWS for testing our #mmo server engine on EC2 instance
Jun 19th 2017
We have just awarded an illustrations contract for new IP The Order of Turios
Jun 14th 2017
We are looking for a freelance fantasy illustrator. 11 drawing 570X800px.
Mar 19th 2017
Major updates done on engine.
Feb 21st 2017
The first teaser of the Online/Table Top Card game is completed, Stay tuned!
January 05th 2017
We have enrolled 2 new memebers a Graphics Designer and a Product marketing/Campaing/social Media Manager.
October 11th 2016
Did some treshold testing its looking good with 100k persistent connection :)
January 12th 2016
We have successfully implemented MMO engine on our ubuntu servers and testing is going well.
We are also evaluating persistent repository technologies to allow maximum performance from our MMO engine.
Sept 16th 2015
We have decided to start working on a MMO engine for some of our future game projects.
Jan 19th 2019
We have put this side Scroller on hold for future consideration.
May 19th 2014
We have refined our javascript engine for our side Scroller.
November 7th 2013
We will try focusing on the Art and effect this time given the engine is already built. The story board is now finish.
we hope to complete this side scroller in the first quarter of 2014. We just reserved the dot com for the new game. It
will be called Dr. Sam Archer VS Aliens.
November 1st 2013
We have decided to start working on a scroller to leverage the invesment put into the 2D game engine before
moving on to 3D and OpenGL.
Friday 25th May 2012
Almost 3 weeks ago we started working on our level generator software for the RTS game project which is currently
25% completed. We are working on the level’s content and features manager classes.
Friday 27th July 2012
We are now 65% done with our level generator software. The content manager and feature manager classes are just
about complete. We are now working on a simple way to persist the generated levels which will be consumed by our
future RTS game engine.
Friday 28th September 2012
Generated level data Persist class 99.9% completed (might vary a little by game engine development end :-)). Level
generator software ; v.0.9 is ready. We are now working on Non Playable unit (NPU) and User Controlled unit (UCU)
generator software. Partial development of the game engine has been started. The Class loading and unloading of
generated levels will be our first deliverable for the game engine.
Wednesday 17th October 2012
We had to revisit Level generator software; beta v1.1.2b is now ready. The NPU and UCU generator software 75%
completed.
Wednesday 31st October 2012
NPU and UCU generator software @90%. The Game engine @20%. The levels load/unload 100% completed. Work
started on the game engine NPU/UCU sprite manager classes and their collision management and state
management methods are our next deliverables. Furthermore the game engine menu manager class has been also
initiated.
Friday 30th November 2012
Game engine menu manager 65% completed. Game engine NPU/UCU collisions and state manager methods 100%
completed. UCU sprite manager class methods for basic commands and movements 90% completed. NPU and
UCU generator software ; v.0.9 now ready (Yeah! No more notepad editing we are now automated!). We started the
game engine NPU AI class.
Monday 31st December 2012
Game menu manager almost all done, last deliverable will be the save/Load game menu @80% and the intro splash
screens which will depend on future deliverables for the game engine. NPU sprite manager class’s methods for
basic movement and command are @90%. NPU sprite manager @80% and AI @70%. We have initiated work on
UCU’s target acquisition and management AI class. Isometric 2D sprite packer also @100% beta; v1.0.0 ready
(small side project).
Monday 11th February 2013
Game video intro completed . NPU sprite manager and AI 100% completed. UCU targeting and AI completed. Added
fuctionality to Level Editor mission instructions finished. Radar map enhancement completed. Game help file
completed. Sound manager both for UCU and NPU and Game 70% completed. Remaining deliverable Optimize 3D
graphic and Art for maximum effect, UnitTest script, Beta test plan, change management plan, packaging and
activation web service, Distrubution plan/approach.
Thursday14th March 2013
Small adjustment to the collision detection class completed. Last minute NPU state presentation enhancement 100%
completed. Hard at work on modeling and rendering of ISO sprites for both non playing units (NPU) and user control
units (UCU). Creating asset for Level generator and rendering in them to consumable objects. Writing help file and
mission logs. Create sound for mission logs and game effects instances. Both the Game Engine and the Level Editor
are now officially release candidates.
Tuesday 30th April 2013
Another small adjustment to the game engine for dealing with graphics bigger then 4096X 4096 was completed. Still
hard at work on Art works and Sounds production “finally learned the key shortcut for Blender 2.6 oufff!”. We
estimate another 2 months of work before art works and sounds are ready for the game and then another 3 months
of testing and refining visual effects. We are hoping for a late fall release of our first game product. We are also
simultaneously working on our marketing approach and how to distribute to and support our potential clientele.
Friday 21st June 2013
Art work 80% completed, Sounds effect 25% completed. Game website and support functionality still remains to be
done. Test Environment with XP, Vista, Win7 and 8 all VM 100% ready and patched. Test plan for deployment and
environment compatibility will start next month. We are also simultaneously working on our marketing approach and
how to distribute to and support our potential clientele. Promo video of game play and Tools coming soon
Monday 5th August 2013
Art work completed, Sound completed, Story text recorded. The feature complete alpha release is ready for testing;
developer will test the software using white, Black, Gray box techniques. Alpha software will be tested internally only
on various Win OS VMs. We are hoping for a feature freeze at the end of September and will be aiming at beta
release in 4 quarter of 2013. We will be starting on official Game website pages this month also
Tuesday 20th August 2013
First round of testing went really well except for legacy video card that did not support standard resolutions which led
to slightly distorted graphics in full screen mode. An adjustment to the draw class to add black borders to Play
Window was added to optimize graphic quality for those rare cases. We finalized the game website draft today we
should have some content ready for the WWW sooner than expected :).
Sunday September 1st 2013
Second round of testing; Path finding bug found causing unwanted clustering also minor code change required to
draw class to support older video cards. Regression testing of second round will be necessary. Xtractor Defender
websiteconstruction going well, we are working on php client management class.
Monday September 9th 2013
After a month and a half of testing the Alpha release, we are moving forward to Beta release candidate testing next
week.
While Beta Testing will be going on we will finalize the Giroka and Xtractor Defender website
for the incumbent game release.
Tuesday September 10th 2013
The Xtractor Defender website is now completed. The client management PHP class and database is completed.
Work started on Download and Activation PHP services for the game.
Monday September 16th 2013
Download and Activation PHP services for the game completed. Couple of weeks left on beta testing .
Release for October on track :).
Saturday September 28th 2013
Beta testing is still on track. The release planned date is for October 25th 2013.
Saturday Otober 19th 2013
Added a forum for game users, tweeked little problem with game activation php service.
Release date is for October 25th 2013.
Saturday Otober 25th 2013
The Xtractor Defender is now available on STEAM to play.
ENJOY !!!