Zombie Football Carnage Gameplay video

In case you don’t follow us on Twitter or Facebook (and why not? You should be!), we’ve uploaded a gameplay video of Zombie Football Carnage on Youtube, check it out:

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WaaghMan February 12th, 2011 News 5 Comments

Zombie Football Carnage unveiled!

Last week we showed you some concepts for our current project. We’ve been advancing at a good rythm and the game is almost finished!

The name is Zombie Football Carnage, in this game you’ll fight through several waves of increasing difficulty, grouped in matches. To slay the zombies and monsters you have three main weapons at your disposal: A football, a charged attack and a dash to escape from enemy attacks. While playing you’ll earn money, that allows you to purchase upgrades in the shop to reach further levels and get higher scores!

The game features 15 different enemies, each one with its own behavior, combined in more than 20 wave configurations, and more than 10 special weapons that you can use.

Here are the first screenshots for the game:

In-game screenshot

The church scenario

The Metro scenario

The Metro scenario

This is one of the biggest and best looking games we’ve ever done here at Milkstone Studios, and it shows off some of the improvements we’ve made in the engine during last months, so we’re proud of it :).

We expect to put the game into peer review some day next week. We’ll be posting more screenshots, boxart, info about the game and a gameplay video during the next days, so be sure to check it out!

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WaaghMan February 9th, 2011 News 3 Comments

Project #6 Scenario: Metro

Metro level Screenshot

Metro level Screenshot

Here is the final version of the Metro level, one of the many scenarios where the action will occur.

Some of  you have asked what the game is about, since we only have posted images of enemies and scenarios. You’ll have to wait until next week, please be patient :).

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WaaghMan February 4th, 2011 News Comments Off on Project #6 Scenario: Metro

Project #6 Concept Art III: Metro

Metro background Concept Art

Scenario concept: Metro

New concept art for another scenario of the game: The Metro. We’re finishing this one right now, so we’ll show you the final version soon 🙂

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WaaghMan February 3rd, 2011 News Comments Off on Project #6 Concept Art III: Metro

Project #6 Concept Art II : Junkyard

Scenario concept: Junkyard

Scenario concept: Junkyard

More concept art! This time for a possible scenario of the game, the junkyard.

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WaaghMan February 1st, 2011 News 1 Comment

Project #6 Concept Art I : Enemies

Project #6 Enemy concepts

Project #6 Enemy concept art

As promised, here it is, some concept art for our upcoming project, codenamed “Project #6” until we find a better name :).

These are concept arts for enemies on the game. Not all of them will be present on the final version, but some should be.

We’ll try to keep uploading bits of content once a day.

Hope you like them!

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WaaghMan January 31st, 2011 News 1 Comment

New looks for the website – and Big News!

As you can see, we’ve updated the website with a new template, designed to give faster access to the most important sections in the website, and to give a nicer first look. We hope you like it.

And now the big news! Thanks mainly to the incredible success of Avatar Ninja!, which is near to reaching the 70,000 sales mark, we’ve been able to leave our full time jobs and start to dedicate 100% to Milkstone Studios, developing quality games on Xbox Live Indie Games! We’ve even rented a nice little office to work in, we’ll post some photos so you can see what we use to do the magic!

The results of that extra time dedicated to the games should result in many benefits for you, such as:

  • Faster development of games – We’re aiming to release a game every4-5 weeks.
  • Bigger and prettier games
  • More feedback during development – We’ll post work in progress concept art, screenshots and videos to let you know what we’re working on!
  • More community feedback – We’ll be more active in our Facebook and Twitter accounts, and do promotions and contests more often. We’ll also update this website more often.
  • Better underlying technology in our games – We’ve been improving the core engine during the last month, which should help us make games even faster and better performing!
  • (Probably) Ports of our best games to other platforms, or at least a free demo.
  • More Peer Reviews for XNA developers – Now that we have more time available, we’ll try to perform at least 2 weekly Peer reviews on the XNA site. If you’re interested in having your game playtested or reviewed, just tell us!

We are really excited with this new stage in the Milkstone Studios history, but we’re also a bit scared. Be assured we’ll do our best to release lots of high quality games during the next years! As usual, we’re open to suggestions, so please tell us if there’s something you want to discuss.

We’ve already started development of our next game (Not an Avatar-themed game this time!), we’ll post some pictures or videos as soon as we have something worth looking at.

Thanks for your encouragement during the last two years, we’ve been able to make our dreams reality 🙂

The Milkstone Studios Team.

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WaaghMan January 24th, 2011 News 5 Comments

Avatar Bump! v1.1 update submitted for peer review

This update includes the following changes:

  • UI: Added a delay on some screens (Score boards, Versus game configuration, Mode instructions) to ensure they are read before any player accidentaly presses A.
  • UI: Added a Purchase button on the game pause menu.
  • UI: Changed the way the user selects a custom pot. Instead of using the two axis of the Left stick, all the variations can be selected with left-right.
  • BUGFIX: The Earthquake power up pushes in all directions instead of only to the upper right corner
  • BUGFIX: Fixed a grammar error in the Trial mode message
  • GRAPHICS: Made power ups a bit brighter to ensure the icon can be seen on dark backgrounds
  • GRAPHICS: Made darker backgrounds a bit brighter, also reduced a bit the tint effect.
  • GRAPHICS: Added 10+ customization variations.
  • GRAPHICS: On Bomb mode, a marker is shown to make it easier to check who has the bomb.
  • GAMEPLAY: Reduced a bit Arcade mode difficulty, AI pots agressiveness increases 50% slower, and they don’t do power dashes on the instant the player gets back to the arena after dying.
  • GAMEPLAY: Changed spawn positions of players and power ups, so players are on the corners and power ups on the sides. This way, each player start position will coincide with the corner shown on his gamepad.
  • GAMEPLAY: On Catcher mode, reduced the penalization for falling (You lose now 1 point instead of halven the score)
  • NEW VERSUS MODE: Rambo
  • NEW VERSUS MODE: Loot

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WaaghMan December 20th, 2010 News Comments Off on Avatar Bump! v1.1 update submitted for peer review

Avatar Bump! Update features

Now the game has just hit the virtual shelves, we have some things planned for a future update, along with some bugfixes that were reported.

  • UI: Add a delay on some screens (Score boards, Versus game configuration, Mode instructions) to ensure they are read before any player accidentaly presses A.
  • UI: Show the instructions on the pause screen too.
  • BUGFIX: The Earthquake Power up only pushes players to the top right, it should be totally random
  • GRAPHICS: Make power ups a bit brighter to ensure the icon can be seen on dark backgrounds
  • GAMEPLAY: Change spawn positions of players and power ups, so players are on the corners and power ups on the sides. This way, each player start position will coincide with the corner shown on his gamepad.
  • GAMEPLAY: On Catcher mode, lessen the penalization for falling (now you lose 50% of your points)
  • NEW VERSUS MODE: Yet to be disclosed…
  • NEW VERSUS MODE: Yet to be disclosed…
  • GRAPHICS: Some extra customization variations.
  • NEW POT MODEL: Yet to be disclosed…

That’s the current list of changes we have in the works. If you have any suggestion or bug you want to report, just let us know by posting a comment here!

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WaaghMan December 15th, 2010 News Comments Off on Avatar Bump! Update features

Avatar Ninja update now available

An update for Avatar Ninja is now available for the game. It features the following changes:

  • FIXED: Max Level reached wasn’t being shown on the High scores section.
  • FIXED: Gamepad vibration option on settings wasn’t working properly.
  • FIXED: There were some issues with the colored aura that shows when the player crashes while a powerup was active.
  • FIXED: In some rare cases, players could use voice chat while P2P exchange was being performed.
  • FIXED: The P2P High score warning was mentioning “MotorHEAT” instead of “Avatar Ninja!”
  • IMPROVED: Improved a bit in-game performance
  • IMPROVED: Improved a bit P2P score sharing performance
  • IMPROVED: Increased max P2P score entries from 5,000 to 10,000.
  • IMPROVED: More detailed trees in the background.

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WaaghMan June 12th, 2010 News 3 Comments