#Progress Report

Steve
Jul 5, 2013
1:21 PM
Steve Says:
Sound effects for Super Hematoma are being doing in part by a custom Megaman Gameboy running LSDJ

Little Sound Design Journey

We were heavily inspired by a good number of sources when we began to conceptualize Super Hematoma. We loved the beat-em up style of gameplay from the NES era of games, the graphics of the Neo Geo, the competitive style of pc games, and the timbre of both the NES and Game Boy soundchips.

 

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#Progress Report

Steve
Jun 28, 2013
12:25 PM
Steve Says:
early palette swatches for Super Hematoma skin color

Star Stuff

According to Carl Sagan, “The nitrogen in our DNA, the calcium in our teeth, the iron in our blood, the carbon in our apple pies were made in the interiors of collapsing stars. We are made of starstuff.” While Super Hematoma is a game about Bruisers engaging in bloody brawls to brutally bash each other’s brains out… we actually want it to be a game that’s open to everyone.

 

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#Progress Report

Steve
Jun 21, 2013
11:42 AM
Steve Says:
Making a game requires a lot of revision

Back Into Animation

At the end of April and through early May, I was working furiously to get a bunch of animation done so that we could have our first playable demo. Since then, I’ve been vising other tasks on my to-do list including sound, background revisions, UI prototyping, and some effects work. But now I’m back into animation mode again.

 

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#Progress Report

Steve
Jun 14, 2013
2:56 PM
Steve Says:
Steve creates the visual effects for Super Hematoma using a variety of methods

Pixel Effects

For the past few years, I’ve been bringing home the bacon thanks to my work in visual effects. I’ve been working primarily with high end visual effects packages such as Houdini and Maya, and have been mostly performing lengthy sims, intense geometry manipulation, and shader writing to get those pretty images up on screen. You’d expect that working on a pixel-art game, I’d be leaving the high-end packages alone, right?

 

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#Progress Report

Matt
Jun 7, 2013
10:15 AM
Matt Says:

Piecing People Together

Wow, two weeks goes by fast. Lots of paperwork and foolishness keeping me busy this last half month, but some work did get done. I had gone over some random implementation details last time and gave a quick overview of what was coming.

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#Progress Report

Steve
May 31, 2013
12:11 PM
Steve Says:
Super Hematoma a game by Sprixelsoft is expected to have customizable bodies for the characters

Changing Things Up

We’ve said from the very start that we hope to be able to include a level of character customization in Super Hematoma that will help add some depth to the multiplayer experience. We’re still not 100% sure how many people will be playing simultaneously in any given match, but we’re hoping it will be a lot. Therefore, we want to provide lots of options to choose from.

 

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#Progress Report

Matt
May 24, 2013
11:45 AM
Matt Says:

Grubby Details

Yo’zzz everybody.
 

It’s going to be a very straight progress report this time.
 

There’s a lot of new stuff brewing under the hood, a lot of which was hinted at in the last post. Let the excitement begin Read More >

#Progress Report

Matt
May 17, 2013
11:00 AM
Matt Says:

This Week’s Development Précis or: Hello Megabooth!

Super Hematoma is running, bruisers are bruising, test play is happening.
What I’m getting at is that you can like play it now and stuff. It’s skin and bones at the precise moment, but the concept is at work! *High five*

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#Progress Report

Steve
May 10, 2013
12:35 PM
Steve Says:

First Assault

We’ve been working furiously this past week to make progress on Super Hematoma, and despite the amount of work that’s behind the scenes and undemonstratable at this point, we’ve got some great new stuff in the below video to show off!

 

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#Progress Report

Steve
May 3, 2013
11:31 AM
Steve Says:

Triumphant Progress

It’s been an incredibly busy week for us here at Sprixelsoft, and we’ve made some great progress in the development of Super Hematoma! Code’s been pouring out of all of Matt’s orifices, wearing down the letters on his keyboard. I’ve been animating so hard that my left eye was twitching for two days straight. Hardcore.

 

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