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Posted by Paul on

August was an interesting month for Prism Queen. Early on, our hours poured into the project exceeded those spent on Chubbins and Soon Shine combined, and by the end we're getting close to surpassing the total of all three of our prior games. Looking at things in those terms, it's troubling to think how much we've already put into a project that could ultimately fail on Kickstarter--no doubt many indies know the feeling.

On the other hand, Prism Queen is all about aiming high, dreaming big, and doing everything right this time around!

Prism Queen Leaping and Shooting at Shark Enemy

In mid-August we took time to reevaluate our schedule. We'd been looking at October for Kickstarter, but decided that making that deadline would not only mean working at an insane pace but also scaling back the Kickstarter presentation from our original vision. We ultimately decided we didn't want to go that route. We want to take as much time as necessary to polish Prism Queen and give it the presentation and promotion it deserves.

We're now looking at winter 2018 for Kickstarter, probably February. We hope everyone out there will agree in the end that the wait was worth it!

Posted by Paul on

So, we aren't quite where we intended to be by the end of July. Things were going well in the first half, then took a turn. We were ready to move forward on certain aspects but wanted more graphical feedback first (an area of contention in our previous titles). From those we sent work-in-progress screens to, some replies were less than enthusiastic, while others we still haven't heard back from. On the upside, having an environment that's still in development allowed me to keep adding details while waiting, and work to address points of concern as they arose.

Prism Queen WIP Screenshot, Dashing with Enemies Hopping Around

Everyone's imagination works differently, so the potential of a WIP screenshot isn't always obvious. What to us was a park at the city's edge (again, in progress), was perceived by some as a random pairing of an industrial foreground and a meadow background. This is exactly why feedback is so important; eventually we would have fleshed out the park, but in view of this revelation, I made it my top priority, starting with a fence to separate the two distinct areas.

Prism Queen WIP Screenshot, Standing on a Sidewalk Near a Park Entrance

All three of these images are still very much WIPs, and we're still looking for feedback on how the intro environment is shaping up, as well as the overall art direction in general. Tweak by tweak we hope we're closing in on an eye-catching and eye-pleasing aesthetic.

Prism Queen WIP Screenshot, Fighting Shark Robots with Helicopter Propellers

Posted by Paul on

It's about time we announced the name of our new project; as the blog title indicates, the game is Prism Queen! It's also the name of our lead character, who you can get a first look at in the image below!

Prism Queen

If this is the first you've heard of the project, it's a 2.5D action platformer. Now that we're in the second half of the year, it's time to start sharing more details, but development is still somewhat early so we'll leave it at this for today. What do you think of Prism's design? Let us know!

Posted by Paul on

It's been just over a month since Dahku announced its return to the game scene. Reception was predictably underwhelming--we hadn't exactly attracted a large following in the past, and we weren't quite ready to talk about the future. As it happens, we still aren't ready for any sort of official reveal on our new project, but we figured it couldn't hurt to drop some early details and let our few devoted followers know how things are going.

Early Engine Screenshot

Toby shared the above screenshot on May 6th, a very early look at his side of things. His testing environment hasn't changed much in the past month, but for the programmer it's all about what's under the hood. He's more than doubled the number of lines of core code at work since then, and all of it's been fine-tuned for efficiency and performance along the way. In short, all major motion and collision functionality is in place and running super smoothly.

Our main character model is very near to complete, and hopefully she'll be animated and ready to insert into the engine before long. But my time hasn't been solely devoted to one character. Among other things, I've been building an environment that will ultimately be our intro stage. There's still much to be done, as the screenshot below shows, but there's been a lot of texture and shader work involved as each piece of the stage is added and we feel our way toward perfecting the desired aesthetic.

Early Stage Screenshot

As you may have gathered, we're developing a 2.5D platformer. And, that's about as specific as we want to get right now. We're making something big, and don't want to unveil it prematurely. As for how big, let's just say that even at this early point, the total hours poured into the project will soon match the time we put into Chubbins, previously our biggest title. And we're not alone; we've been getting advanced opinions from select individuals who are prominent in the online communities that represent our target audience, and just today we signed a contract with an awesome composer who will be providing our soundtrack! Stay tuned, the future is looking bright!

Posted by Toby on

After a lengthy hiatus, we're excited to announce that Dahku is returning to indie game development!

A lot has changed, but one constant has been our regret at never having gotten to pursue any of our grander game design visions. Our prime interest as developers has always been to create the kind of game we can passionately pour our hearts, souls, blood, sweat and tears into and then confidently inform even the harshest critic that they need to experience it.

Our old approach, creating small games in the hopes of funding those bigger projects, simply didn't work out. As the right circumstances have recently merged with our ambitions, this time around we're aiming high from the start with a new title that we couldn't be more excited about! The project is early in development, but once it's far enough along we'll be taking it to Kickstarter.

Regarding the immediate platforms we intend to develop for, PC is a safe bet but we'd very much love to return to Nintendo development via Switch and are pursuing that possibility.

To mark our return we've given our site a complete overhaul and have ported our very first game to Windows and Mac and made it available for free right here on the site! We're also holding a Soon Shine giveaway on our new Facebook page, which you can enter here.

We'll be working hard in the coming weeks to bring our new ideas to fruition, so be sure to check back and follow us on Twitter and Facebook for all the latest!

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