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Sublevel Zero Redux and VR Released on PC!

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It’s finally time! The enormous free Redux expansion for the Windows, Mac and Linux version of Sublevel Zero is now live, including full VR support for Oculus Rift and HTC Vive! Sublevel Zero Redux brings a remastered campaign, difficulty modes, new enemies and unlocks, and much more. As the definitive version of the game we…

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VR Comfort and Optimisation

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Comfort and Sim-Sickness In finalising the VR version of Sublevel Zero Redux, we’ve done extensive research and development into comfort. Sublevel Zero is a perfect case study for sim-sickness – a game where players move and rotate freely in all directions, often with no well-defined up or down orientation, at high speed, while dealing with…

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The Journey to VR and Sublevel Zero Redux

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As you probably know, Sublevel Zero is being re-launched as Sublevel Zero Redux on July 13th, with full VR support and a huge free expansion, on Steam, Oculus, GoG and Humble. We wanted to take players through the tricky, convoluted, and much-delayed story of its development. As has been discussed many times, the game began…

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Jamchester 2017 – SYNCHROCIDE

Hi everyone! This weekend (June 23-25) we (Luke and Gary) participated in Jamchester 2017 – the second annual incarnation of the UK’s largest professional game jam. With the help of composer / sound designer Richard Evans, over the 40 hours of the jam we created a mindbending local multiplayer game called SYNCHROCIDE. Two players control…

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Sublevel Zero Redux Released!

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We’re incredibly proud to announce that Sublevel Zero is now available on PlayStation 4 and Xbox One in the form of Sublevel Zero Redux! Redux is an expanded, enhanced and remastered version of Sublevel Zero, and we’ve taken this opportunity to improve upon the original. With a revamped campaign, difficulty levels, a teleporter system, new…

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Sublevel Zero Redux Delayed

Hi everyone, We’ll get right to it – We’ve been blindsided by a nasty, last-minute bug with Sublevel Zero Redux. This unfortunately means that we’re going to miss the 22nd February release date. We can only apologise to anyone who’s pre-ordered the game and feel that we’ve let you down. This is certainly not the…

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Sublevel Zero Vive Support, GOG Beta and >40% Off Sale!

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Pull up a chair and get comfy, because we’ve got lots of big news this week! It’s all going down on Wednesday 17th – make a note. Vive Support! GOG VR Support! Unified Beta! One-day sale: over 40% off at Chrono.gg! HTC Vive Support On Wednesday, we’ll be releasing a big update on our beta…

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Unity Software Design – Generalising and Specialising

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It’s a seemingly inherent desire in most programmers to make every solution as general as it possibly can be. That is to say, to design code such that it can handle almost any input, any situation. The attraction is obvious – design one amazing bit of code, and you can use it all over your…

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Jamchester 2016

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You can download and play our jam entry ‘The Crystal Curse’ (we know the name’s bad!) here. Remember – it needs a Vive, 3-4 people and at least 3m x 3m to play in! A few weeks ago, Luke and I teamed up with Sublevel Zero composer, Will Bedford, to enter local game jam event,…

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Unity Software Design – Statics and State

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I’ve mentioned statics in the first post in this series, on Singletons, but there’s a bigger discussion to be had about this concept, and – more generally – the concept of “state”. Static Fields Static fields exists outside any particular instance of the object that declares them, and are thus shared between all instances of…

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