We’re happy to announce that Unseen Diplomacy 2’s technical prototype is complete, and that we’ll be using this along with our shiny pitch deck to pitch to publishers for funding for the full game. It’s been an incredibly busy year of pre-production, with a LOT of hard technical challanges we’ve overcome. We’re super happy with our art style, with the… read more
Unseen Diplomacy casts you as an elite member of The British Espionage Tactical Initiative, defeating the plans of evil-doers around the world. With a real-life obstacle course created by the Vive’s incredible virtual reality environment, you will run and roll, sneak and solve your way through volcano lairs and moon bases. But one of the most innovative ideas Unseen Diplomacy… read more
We’ve had some incredible support from local development grants over the past couple of years. They have allowed us to develop a polished pitch presentation for Unseen Diplomacy 2, and a technical demo to start to show publishers and go for national grants.
We hope everyone is keeping well, it’s been a very busy few months at Triangular Pixels with having to look after the baby Pixel full time (current situation and all). We’ve had to focus on a lot of design documents; from new gadgets and gameplay, to working out our production schedule and budgets. We’ve feeling pretty organised at the moment. … read more
We’ve been so busy working towards the Cornwall ATI Innovation event held on the 13th Feb 2020. A lot has gone into the game!
“Insanity is doing the same thing over and over again and expecting different results.”
Big update this week – we unveil a big feature of Unseen Diplomacy 2 that you have all been waiting for! We also talk about Venturefest and what gameplay we have so far.
It’s been a bit of an ‘everything’ week here as we’ve been preparing a build for Venturefest South West, which is an innovation and investment event we’ll be showing and talking at next week.
It’s been a really productive week at Triangular Pixels! We’ve had pretty dull and boring gray rooms for a while, but now we’ve started getting in more game-looking rooms and challenges. This weeks blog post is about how we’re authoring our environment visuals (with a disclaimer that they are still very much in progress!).
Lasers are an important part of our game, so since they’ve got a big visual overhaul, I thought it’d be interesting to break it down and see how all the elements work together.