|Aug 14, 2018: playtest & manual
First official playtest this Saturday!!! 4 player split screen action on a randomly generated paintball field. Commercial in the works, also.
This may be IT. The version we release to Steam!
Now that the foundation of the game and it's modular design is in place, things are going to be much easier to add on to. As a matter of fact, we had a problem with Unity's networking authority that we were told is not fixable, so.. we just removed it.
Next mode to be added will be Laser Tag!
Also we've removed the $1 prototype access from the donations page, since we're on our way to official release. Anyone who donated will get a FREE copy of the official release on Steam!
Thank you so much for sticking with us!
Link: Game Manual.
|May 30, 2018
|Things are accelerating. Also, we've updated the donation page to include special access.
|Mar 24, 2018
|Prototype coming soon to PC via Steam's Direct Access program. We'll go from there.
|May 06, 2015
|Thanks for sticking around. Many life changing events have hit
the members of this team, causing major delays. We aren't giving
|Jul 07, 2014
|We've started to put the game together in the engine.
We'll be posting short progress videos of working
mechanics. There are 3 there now.
If you want to see more,
please subscribe to our YouTube channel.
|Jun 11, 2014
|Q: What's taking so long?
A: Creating everything from
scratch. A lot of games you see now are made up of 100s of premade
assets. These are things like, models, animations, textures, sounds,
all kinds of things. In order to remain true to our goals, we have
to make everything ourselves. If we were to use premade assets,
I'm sure we could have had this game out in a year. But, we don't want that. We want authentic oldschool.
|May 20, 2014
|Jjust a reminder to everyone that seriousness
does not = capability.
If you aren't having fun with
what you're doing, you shouldn't be doing it.
|Apr 19, 2014
|Yep, still alive! Our main goal has been getting the Randomly
Generated Maps code working smoothly. It works, but we want it to
produce play areas that aren't so random that it actually looks
Also we're going to have to go about development
now in a less-open way, as we've been having problems with
people trying to take over the site, scam us, and lie their way
through the team for information. Very weird.
The reason for lack of
media is that we're really not focused so much on image as we
are the core of the game. There's not much you'd want to see right now.
Just a lot of papers, whiteboards, coffee, and code.
Still hammering away! Stay tuned.
|Dec 8, 2013
|Keep in mind that this game is in the stages of prototyping!
All media / models / textures / designs are meant to be rough drafts
so we can get a working game together as fast as possible in order
to show investors / publishers.
|May 9, 2013
|We didn't start this project for money and fame. We started
this for the love of gaming, our friends and family, and the enjoyment
those things bring together.
If you would like to donate,
please do so directly.
|Aug 7, 2012
|We are looking for additional Unity3D coders to add to our team!
|Jul 17, 2012
|Work continues! Another video further explaining game play is
in the works.
And though we've done absolutely no advertising
for this project (or want to, due to it's early stage of development),
we've had quiet a few interesting conversations with companies
and studios we never imagined we would have.
|Jun 13, 2012
|The human character models are almost done, both male and female.
Still working on the video, models and textures for ammo, money,
coins, and the official logo.
2 weapon models have been added
to the media page.
|May 21, 2012
|After much research and debate, we've decided that CPGN
will be powered by Unity3D.
We're now in the process
of turning piles of concept art into game assets.
|May 11, 2012
|We're currently in the process of selecting a proper game
engine / development kit to power the game.
We want to give
that piece of junk you've been promising to give your niece
or nephew a fighting chance to redeem itself. How? By setting it
up as a CPGN machine, permanently attaching it to your HD TV, and
have it running at a smooth 1080p, 60 frames per second.
|Apr 10, 2012
|Introducing "Couch Party Game Night", where nostalgia
We aim to bring back that exciting social atmosphere
of 4 player competitive splitscreen action!
More info coming
soon! Stay tuned with facebook and twitter.