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Recent Tweets
- Come join us at 6:00pm Pacific US time for another development livestream! http://t.co/ZoSBc3wD May 16, 2012
- Our artist Erik tossed together a few more Retrovirus screenshots! http://t.co/9vptxuPw May 16, 2012
- Just posted a new album of Retrovirus game images on our Facebook Page, check them out! http://t.co/WsyjxW1y #Retrovirus May 15, 2012
- There's a very good chance work will stop for the night when D3's servers go live. Anyone else excited for #Diablo? May 15, 2012
- @ade_llll ありがとう ^_^ May 11, 2012
Category Archives: Sol Survivor
Endless Mode Content
I've been working on a number of new maps to flesh out the 'Endless' Mode. We have high hopes of including this additional game play mode in the PC release of Sol Survivor. When the dust settles after the PC release, I'm sure we will incorporate this mode into the XBLIG release as well.
Without giving away too much, Endless mode maps are designed to provide the player with an INTENSE strategic experience with a steady influx of creeps. The action will be extremely fast-paced and balanced so that players will be aiming to improve their surviving time/score by a matter of seconds. The following levels are currently in development and cover the four environments. Now that the Christmas season is coming to a close, our development team is gearing up for more development work. More updates to come!
The forum entry for this post can be found HERE.
Color Themes and Damage Types
A common topic that has arisen in the forums is a discussion about turret color and damage type. The color of turret represents a specific type of damage which does more to a specific type of creep. We have four primary damage types, as well as a class of utility towers. Creep type designation can be determined by clicking the creep in-game and reading the description.
Soft Particles
Every particle system in Sol Survivor employs soft particles, which treats them like full volumes rather than thin sheets. This allows them to intersect creeps and terrain much like clouds or fog, rather than with the harsh edges common in games today.
Halloween!
Halloween is one of the geekiest of geek-adopted holidays. Even into adulthood the desire for dressing up ridiculously and enjoying absurd amounts of candy rears its head come the end of October.
In true Cadenza fashion, we’ll be hosting our own LAN party. The likelihood of a game being played at this LAN party is directly proportional to the number of zombies in the game (Sol Survivor being the notable exception, of course). It is Halloween, after all. Back to the grinder on Monday after a really strong week of competition prep this weekend, and of course, our multiplayer event this Sunday at noon!
Share your Halloween stories with us here!
Lights… Camera… CREEPS!
As an indie developer, we’ve found we need to get Sol Survivor out there in a number of different ways. Sometimes we can’t get the game to someone or they don’t have the time to take in a full game experience. To the rescue comes our jack of all trades, Erik (forums: aivtal).
Erik has been doing video editing for the last ten years at some level, and he’s become pretty skilled. His talent allows us to quickly brainstorm ideas and generate some basic gameplay clips that he can then splice into a full-fledged video. We’re not Hollywood talent by any stretch, but we’re getting better. You can see some of our previous video works posted to GameTrailers. We’re working on a video as a submission requirement for the Indie Game Challenge competition entry we’re putting forward this weekend.
Do you have an idea for a Sol Survivor video? What do you think looks particularly epic as you’ve been playing?
Let us know, and make your other comments here!




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