November 11th, 2013
In fact, we’ve never been dead.
Since the last post we’ve been busy with distilling the game, starting our collaboration with Fatshark to bring Cobalt to Xbox and we’ve been to Minecon.
Being a small team with the main focus to have fun, the development of Cobalt has always been a bit haphazard where we’ve added stuff as we go with less focus on the bigger picture and more attention spent on what felt right at the moment. This has led to, in our opinion, a great platformer but it has also resulted in a lot of features that remain hidden to the average player. When a new player starts up Cobalt, he or she isn’t really introduced to what the game is about. There’s nothing to hold their hand and present them with the experience that is Cobalt, especially not as a single player. I’m not talking about a next-gen like dumbing down of game play, but a coherent presentation of the actual game.
What we have now is a whole bunch of puzzle pieces hovering in the air waiting to be placed in the correct spot. Since starting our collaboration with Fatshark we’ve been busy trimming and arranging all pieces in order to put them down in a presentable larger picture and an enjoyable gaming experience from start to finish.
Hit the jump to read more!
November 29th, 2012
I want to thank everyone who showed interest in Cobalt during Minecon 2012! It was a fantastic weekend for us and I really enjoyed helping people around the Cobalt areas. We held our first official 1v1 DM tournament, in which community member Acontin won first place followed by Ivar from Sweden.
The version used at Minecon was v116 ALPHA, and is not yet available for download. Among other things, it featured a new game mode called Challenge. In Challenge, you focus on doing things as fast as possible, like getting from point A to B. Today we created more maps for the mode. Here is a sneak preview:
We have also added local high score lists with epic voice acting feedback by Kinten to all relevant game modes:
Huge thanks to all the volunteers during Minecon that made it all possible!
Thats it for today!
July 30th, 2012
Hello! During the week-end of 19-22 we attended No More Sweden 2012. During this annual event we meet and hang with other indie developers and friends as well as take part of the game jam. The jam hands each team three words of which you are supposed to base a game that should be made within 48hrs. We made Cells based on the words evolution, simulation and one button. The game was completed in 12hrs and turned out pretty cool and addictive.
Besides Cells, we also made another game, headed by Tommaso, called EvoBeat. EvoBeat was created based on the same words as above
Download Cells here, and be sure to read the readme! Grab a friend, play it, have fun and let us know what you think!
Download EvoBeats here.
July 23rd, 2012
Oxeye just attended No More Sweden and made two small games! No more sweden usually offers words to base your game around and we got Evolution, Simulation and One Button Game. You can see screenshots of Cells and EvoBeats and what we are up to now in the gallery down below!
April 3rd, 2012
As some of you may know, many in Mojang and the whole lot of them Oxeye went to GDC/IGF this year. For me (thewreck) it was mostly to visit enchanting San Francisco and meet (hug) other developers, while for others – like notch who had speaking obligations – things were a bit less casual. Even while engorging myself in all the casual fun I managed to fit a bunch of work on Cobalt, alas I managed to catch the flu and was knocked out for the better part of the weekend following gdc.
November 1st, 2011
Delays and all that has got to be one of the most depressing parts about game development. I’m really looking forward to getting the alpha out so people can start digging their teeth into the game!
However, the fact of the matter is that the alpha is not possible to deploy yet =(.
We are working to release the alpha as soon as possible, and to avoid unnecessary speculation, I will not guess about any ETA.
Check out Jeb_’s tweet about it too!
Again, if you want to discuss the game, I’m idling in #cobalt on IRC, esper.net
October 19th, 2010
Crunchin’ is not like surfin’ – not as cool and far less enjoyable. For some.
To us it’s a lifestyle. Crunching (intense working that more often than not leads to bloodshot eyes and veins being popped) is what we love – and crunching to get the IGF demo ready is what we’ve been doing the last couple of weeks.
October 6th, 2010
This is just a small update on the matter that I will be working at Mojang this winter and onward. Mojang, and especially its founder Markus Persson (Notch), is pretty famous for the game Minecraft, and I really look forward to helping them out! This feels like a perfect match to me. I’ll be able to do what I feel I do the best, and Mojang is a successful company that has the “indie spirit.”
This will not change matters for Oxeye very much, either. Project B is mainly developed by thewreck and Kinten, and if anything it could even help Oxeye a little since I will need to move to Stockholm, where they already live
About Project B, we will be announcing its new name very soon!
September 14th, 2010
Our little fellow Blueface has been a little low lately. All alone and working every day… Summer has been cold too, and all we’ve got is the grim darkness of the Swedish winter to look forward to.
But then, from beautiful California, there shines a light at the end of the tunnel! Spelunky and Meat Boy are hanging out and seem to have a great time. Blueface just had to send a big…
Hello!!! Be seeing you at GDC ‘11!
July 13th, 2010
Long time no see! We actually have a lot of stuff to tell, such as we are now working with anosou for music in Project B and that there’s more info about the game online now, but these news will have to wait just a little bit longer
We just came back from No More Sweden 2010 in Skövde. We had a great time and met a lot of really cool indie developers. During the event we also created a 48-hour game called The Dubai Grand Prix Scandal.
It’s a game intended for two people using two game pads, but we’ve added keyboard support as well (using ESDF and IJKL for main controls, check the readme for the other keys).
Download Windows version here (and please read the readme file!)
This game has also been made in our DaisyMoon prototyping engine. Feel free to hack around in the Lua source code!