Saturday, November 12, 2011

Invasion out now

The "prequel" to Parasitus is out now.

For interviews and review request send emails to press@hamindie.com

Trailer below:


Thursday, August 18, 2011

Patching the wound

Patch has been up for the past week, check it out if you haven't yet. I've noticed the same round of screenshots going around online so I am going to post a few more screenshots below. Also, keep an eye or two out for a post mortem post I'll put up on the game soon.


















Thursday, August 4, 2011

Parasitus Out Now!

The game is available now. There seems to be some issues with the difficulty and the menu navigations that we will patch in the coming fortnight. Give the trial a go guys, see if you like it.


For general contacts, email us at contact@hamindie.com
Press, email us at press@hamindie.com


Press Release:


Parasitus : Ninja Zero debuts on Xbox Live Indie Games

Sydney, Australia - August 5, 2011 - Prepare to Hack and Slash oldschool! 

Sydney based game development collective Heart Attack Machine announces that their new game
Parasitus : Ninja Zero is available NOW on Xbox Live Indie Games! 

Slice and dice your way through hordes of invaders in action packed platform levels, 
unlock devastating combo moves and obliterate them. Conquer ruthless bosses.

Fight alone or with an ally in intense split screen co-op.

Monday, July 25, 2011

To the imaginary people who read my blog

Given the last post, you might be wondering why there is no video and no game out. Well, we found a few more bugs in the game so submission had to wait a week. I took the video down until the games release is imminent.

Anyways, we made a facebook (http://www.facebook.com/pages/Parasitus/113619855401019) and twitter (http:\\twitter.com\ParasitusGame)  pages for the game.

Tuesday, July 19, 2011

Submissive for Submission

I am not going to moan about how we have done at least 8 "final playthroughs" of the game before submission, finding new bugs each time.

Nor am I going to lament the fact that my social life in the past 2 months would make yodas hermit years look like the dagobah equivalent of a jersey shore douchefest in comparison.

I will even refrain from recounting the past few hours in their entirety, where upon uploading the game for submission the progress window seemed to have crashed - curiously coinciding with an almost depleted prepaid internet bandwidth. I won't even get into detail about how I set off into the night to buy prepaid credit for my internet, a midst pouring rains and gust winds that were flipping my umbrella back and forth in a perverse rhythm, as if finally karma had decided to screw me for all my previous flirtations against it.

No, not even the fact that I had to contend with a broken pants zipper every 12 steps while undergoing this trek will get me down. Or the reality that this little adventure was unnecessary, as upon reentering the login page I was greeted with an uploaded game.

After all, this thing was never meant to be realized. It has no right to exist. By all accounts it should be vaporware, its seen more changes in direction than a dog chasing its own tail. The whole process has been like trying to sail through the atlantic ocean without a compass. When the project begun 4 years ago it begun with all the best intentions from all parties involved but best intentions are meaningless without a sense of direction. Not even when combined with extraordinary talent from all sides can something reach its destination if those steering the ship don't know where they are going.

The final struggle was entirely appropriate, and made for a suitable conclusion. This was always going to end with a bang, and not a whimper.

And without further ado heres the release trailer, with some luck the game should be available for download in the indie games channel in a couple of days.



Brian.

Thursday, June 30, 2011

Medicine Friday



Spent the last 3 days converting the game from XNA 3.0 to 4.0. 10 minutes into it I said to myself, "gee wizz Brian, this isn't too bad, at this rate you should be able to finish the conversion in an hour or two, tops".  Unfortunately, that bastard Murphy struck with his infamous law and soon I found myself in a fetal position in the corner of my room, rocking up and down while muttering curses of render targets and vertex buffers. In the end though most of the problems had nothing to do with the new framework but bugs I introduced when converting by getting a bit trigger happy on commenting out code.

With that done though, the game is almost complete. Some of the stages need a bit of tweaking on the enemy placements and what not, I need to finish the tutorial level, and I need to code the ending(s) cutscenes. I'll try to get a video up of the map editor in action in the coming days.



My programming fuel in the past two days.

Monday, June 27, 2011

Still Alive

Not many updates since I've been slave labouring myself  to the game. The past few weeks of work since the trailer was released have produced a ton of new content. Should have the game up for review by the end of the week. Stay tuned!