The Automatons are the only inhabitants of Grimstad. As robots each are purpose built to perform a specific task. Some possess basic problem-solving knowledge and many have the ability to speak. The Automatons’ capabilities are limited to only what is required for their assigned role. Any Automaton that tries to move beyond their original programming is disassembled immediately and rebuilt.
The Automatons are still in the design phase and being worked on by the Horrible Unicorn team so all we have is to show you is some of the early concept art for the characters. With Legacy of the Copper Skies still so early in development we’ve reached the end of our character spotlights… for now.
Stay tuned to the blog, signup to our newsletter and follow our social media channels for more as we continue development of the game and show off more of what is exciting us.
After taking a look at Legacy of the Copper Skies‘ two player controlled protagonists Tir and Isen in our first two character profiles it’s time to turn our gaze to the background to learn more about the inhabitants of their worlds. This week we’re featuring a look at the Eburians who inhabit the lush green world of Tir’s Ebura.
Original concept art of the Eburians.
The people of Ebura are a tight-knit community, relying on little more than hard work to provide food, shelter, safety and companionship. In order to survive, they need to work together, and they do it well. Stability is incredibly important to them and, as a whole, they can be resistant to progress if it threatens to alter their status quo and their communal way of life.
The Eburians’ lives are thrown into disarray as the worlds merge and only the combined efforts of Tir and Isen can protect their way of life.
Stay tuned for more details on the characters that make up the worlds of Legacy of the Copper Skies.
Working on marketing and communications at a game studio it’s easy to believe that game development is all press releases and innovative social media campaigns. I post a picture up on Facebook and get a few people to LIKE, SHARE or COMMENT on it and then presto the game is released.
Apparently there’s a lot more that goes into making a game than most of us marketers know. For example today HUGS’ CEO & Creative Director Eric Foster showed me the above screenshot and told me about how the team had been adding new fonts and dialogue boxes today. It’s a little thing that myself, and most gamers, probably don’t even really notice consciously or even think about when we consider what goes into creating the games we love.
It may not be sexy like a sponsorship with Anna Kendrick or featuring our game on Conan, but dialogue boxes and font choices are the sorts of things that need to be done to make a game. If we don’t notice them when they’re done well we sure as heck notice when they’re done poorly.
I’ll be over here trying to see if we have the budget to hire Anna Kendrick to be in our launch trailer (spoiler: we don’t) and putting something on Facebook asking people to LIKE, SHARE or COMMENT this blog post.