• Rock Climber in the App Store’s Staff Favorites

    октября 1, 2009 alermo 1 comment

    A nice surprise this week – the Rock Climber app that we’ve developed can now be found in the “Staff Favorites” section of the iTunes App Store!

    Staff Favorites

    Staff Favorites

  • Rock Climber ready for sale

    сентября 19, 2009 alermo No comments

    Finally, our first game is available in the App Store.

    You can buy it here:
    appstore

  • Want to create MMORPG? We can help you.

    сентября 15, 2009 alermo 2 comments

    We have an engine for online games creation and we are ready for cooperation.

    HellHole 2.5D game engine

    Server-side features

    • A fully scalable system capable to host different game parts over multiple servers and to handle the increased load you simply add more servers into the cluster. Adding more servers does not stop the game and goes seamlessly for the players.
    • Reliable High Availability configuration. In case if one of the servers fails – the part of the game it was serving is automatically taken over by another server online.
    • Object-based database design for faster selection and storage of the game objects, individual or grouped. Much faster than a relational database.
    • Binary protocol for server-client data exchange makes it faster and saves traffic.
    • Built with OCAML

    Client-side features

    • Custom animation system allows to control and to vary the FPS of a clip. Better performance and more flexible compared to standard SWF files.
    • Great performance. Up to 100 moving objects on the same screen.
    • Client side resource management system controls the traffic exchange and updates only the expired data that is important for the game play. All the basic game data is stored in the local cache.
    • Sounds and music support
    • Built with Flex 3.0

    Gameplay Features

    • Unlimited locations number support.
    • Map relief support. Player can use surface heights and lows or objects to benefit in a fight.
    • Real-time game combat system. The number of actions a user can do is determined only by the moment in time they were activated by the player.
    • Close range combat system is very effective and avoids dull chase one player after another.
    • Game inventory supports all types of weapons (from knives and swords to firearms and missiles), armor and medical supplies.
    • Professions System allows players to choose in-game occupation and create new game items out of components or modify characteristics of existing inventory.
    • Players can get together in a group to do some actions jointly.
    • Item exchange, trading system.
    • Organizations and teams. A group of players can initiate and set up a Company or a Clan to have a common budget, inventory and to fight against or to trade with other entities
    • Very powerful Quest system.
    • Non-linear quests with a reaction on almost any game event
    • Advanced dialogue system. NPC stores all previous contacts to the player and acts different depending on his/her phrases and actions
    • Individual quests
    • Team PvE quests. A type of quest for a group of players vs. strong monsters or bandits
    • Team PvP quests. A quest, where two teams/groups will fight against each other by getting multidirectional tasks
    • Scripting feature. You can script a number of actions for bots to play like a short clip in the game. Can be used to make a quest intro or switch tasks in the quest.
    • Instances support. When a player or a group of players, are going through the same quest on the same map, they do not interfere with each other.
  • New game for social network services

    сентября 1, 2009 alermo No comments

    We’ve proceeded the development of our recently delayed beginnings.

    We are going to tell you about the development here, so watch the news!

  • Rock Climber in review

    августа 31, 2009 alermo No comments

    The general work is done. Now we are waiting for the results. The goal itself appeared to be more difficult than we considered, as the result, the implementation run over time. The matter is that the idea of the game has evolved:

    In the first version of the game we wanted to make one endless rock, but when we’ve tried this variant, we found it really boring. So we created a kind of a game development – lots of levels with different obstacles and game objects that can be developed. We wanted to simplify the aim of the game and make the whole process of playing more exciting. We have also tried the alternative way of control of the climber – we called it a simulator regime. In this regime the player sets the direction and the jump strength by motions on the screen. But we couldn’t make this type of control interesting – all the motions appeared to be monotonous and brought melancholy, so you won’t see it in this version. If the idea of how to bring life in simulator comes to our minds, you’ll surely see it in new releases.

    Rock Climber main screen

    Rock Climber main screen