Antegods is an action-packed arena shooter in which the remnants of the Mayan civilization have taken to space. Two teams of 4 players each control customizable stonepunk mechs to hunt for energy and fight off opponents in a procedurally generated and highly destructible map. The ultimate goal is to activate enormous ‘titan’ statues that will bring explosive mayhem down upon the enemy team. Whoever wins these tactical battles climbs an intergalactic tournament ladder, ultimately becoming gods themselves.
In this Antegods development update our Designer Wytze talks us through the process of creating game pillars which are used frequently and aid with deciding...
antegods development update #24 - the 4 pillars of antegods design philosophy
Our artist Tom Rutjens talks about the development and evolution of the Antegods art style : going from an 8-bit pixel art style to a 3D style dubbed...
turning our 8-bit game into 3d stonepunk!
We're 10 days into our crowdfunding campaign on Fig with our game Antegods, a competitive stonepunk multiplayer shooter. We've already hit 23K! Thanks...
antegods is on fig - nearing 23k after first 10 days!
Our code intern Wouter has his head in the clouds, but with good reason. He has been thinking through the systems that will be needed to store Antegods...
antegods code update #23: setting up the database architecture for our multiplayer game
Our lead designer Wytze took some time out to write about how to overcome some challenges with creating new weapons (drill and shotgun) and reworking...
antegods code update #22: redesigning weapons through playtesting
With the crowdfunding campaign for Antegods on Fig.co ongoing, development of the game has been a little slow, but still we will try to keep you up to...
antegods code update #21: growing procedural plants
We’re 3 weeks into our crowdfunding campaign over on Fig! That means everyone is really busy but are still committed to keeping you up to date on our...
antegods code update #20: the ever changing battlefields
As we continue working hard to make our Stonepunk arena action game Antegods a reality, you can stay up to date on our development process with regular...
antegods design update #19: reshaping the titan
With the crowdfunding campaign for Antegods on Fig.co ongoing, development of the game has been a little slow, but still we will try to keep you up to...
antegods design update #18: special powers or animal instincts?
As we continue working hard to make our stonepunk arena action game Antegods a reality, you can stay up to date on our development process with regular...
taking the airbus to gdc
As we work hard to make our stonepunk arena action game Antegods a reality, you can stay up to date on our development process with regular blog posts...
antegods art update #17: procedural plants
As we work hard to make our stonepunk arena action game Antegods a reality, you can stay up to date on the nitty-gritty of development with regular blog...
antegods audio update #16: neuro bass and berimbau sound
As we work hard to make our stonepunk arena action game Antegods a reality, you can stay up to date on the nitty-gritty of development with regular blogposts...
antegods code update #15 : connecting computers
As we’re working hard to make our stonepunk arena action game Antegods a reality, you can stay up to date with regular development blogposts from our...
antegods art update #14: crank up the cracks
As we’re working hard to make our stonepunk arena action game Antegods a reality, we’ll keep you up to date with regular development blogposts from...
antegods showfloor update 13: no sleep at insomnia
As we’re working hard to make our stonepunk arena action game Antegods a reality, we’ll keep you up to date with regular development blogposts from...
antegods art update 12: environmental concerns
As we’re working hard to make our stonepunk arena action game Antegods a reality, we’ll keep you up to date with weekly development blog posts from...
antegods design update 11: customizing totems on paper
As we’re working hard to make our stonepunk arena action game Antegods a reality, we keep you up to date with weekly development updates from our design...
antegods story update 10: what’s the story?
In this post, code lead Niels jumps into the challenge of multithreaded code in the singlethreaded programming environment that is Unity.
antegods code update 9: treading into multithreading
Antegods Art Update 8: Ancient & Alien.
antegods art update 8: ancient & alien
Antegods Design Update 7: Tweaking Dash Gameplay.
antegods design update 7: tweaking dash gameplay
After the chaos of the Game Developers Conference in San Francisco, we’ve now returned to the regular Antegods developments schedule. Which means it’s...
antegods development update 6: feedback, colors and dashing (but not through the snow)
If all was quiet on the Antegods Development Update front recently, that’s because we were working super hard to finish a prototype of our Stonepunk...
antegods development update 5:putting in work for gdc
When we posted our previous update, we were slowly getting back into the development groove after the holiday break, still getting used to the idea of...
antegods development update 4: sights set on gdc
Antegods Development Update 3: Playtesting and Rigging
antegods development update 3: playtesting and rigging
Antegods Development Update 2: Totems ’n’ Titans
antegods development update 2: totems ’n’ titans
Antegods Development Update 1: Stonepunk, Spindle Points and ScriptableObjects
antegods development update 1: stonepunk, spindle points and scriptableobjects
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