Category Archives: Uncategorized

Unden: Land of the Undead

Another update from the team. We’re developing placeholder items, concept art, and we’re building our storyline every day. Here’s a taste of what Allen Lambert has been working on:

[quote]In a castle-town called Ryhart, in the region Unden, during the height of a vicious plague known as The Sickness, the people are overtaken. The Sickness mutates human behavior by unknown ways, inducing savage, mindless behavior and cannibalism. The people living in Ryhart are dying due to The Sickness, and when dead they come back as what the living refer to as The Undead. The Sickness overcomes most of Unden. In Ryhart, the Baron’s (Tejn Ohren) servant, Ekorr, seeks to carry out his servitude to his master and Ryhart by opposing the undead. He is bound to his master through diligence and obedience and feels compelled to save his master. Ekorr had been underestimated by knights and noblemen in the past, proving himself in guard’s training events. With a dream to become an honorable knight someday and his companionship and diligence to Tejn Ohren, he was given privileges unknown to other servants. With this close relationship, Ekorr learned basic skills in areas such as small weapons combat, strategic planning, and small medicine techniques. He is now prepared and determined to continue his service to the Baron and Ryhart. He is destined to reclaim The Undead Castle. [/quote]

2men sketch

So that’s a bit of the opening story in short. The programmers are working on things like the undead AI (artificial Intelligence to make them walk around and act “alive”), castle and town procedural generation (so that the rooms and town homes will spawn differently when a new game is played), and general necessary gameplay features like HUD and other GUI. Tyler O’Brien and Josh DeCent are making sure to slam their keyboards extra hard when programming the game! They say it helps with the bugs or something! Meanwhile, the modeler/animators have rolled out placeholder items like a stand in sword, torch, crossbow, and an undead. The audio guys have laid out two tracks to pleasantly spook they players as the undead creep towards them. The concept artists have been sketching some very nice conceptual characters and level designs. Linda Lagzdina’s “Lady and Knight” can be seen here in this post. We’re going to settle on a more precise graphic style for the game, but any concept art developed up till now is purely reference to the type of character and era/time style we’re going for. The game will have a somewhat illustrative/cartoonish look, but not so much that it feels like Borderlands. Think of “smooth” and “thick edged” graphics.

The game is making good progress, even with the holidays. Through this New Year, we will spark a new fire in Broken Limits Media and work diligently to finish a quality game! Thanks for keeping up with us. Keep checking back with us for updates and breakthroughs. Happy New Year everyone!


Broken Limits, LLC

That’s right! Soon enough, Broken Limits will become a limited liability company. Some of you are reading this and saying, “So what? You think you’re the first?” We’re not the first and we probably won’t win any awards in doing this, but we Are declaring our dedication and determination to designing interactive entertainment. The addition of “LLC” in our title is not solely visual attraction nor is it a marketing strategy obtained to reel you in. Forming a LLC ensures our integrity as an organized, legitimate company by declaring our status as just that.

In the meantime, we’re proud to announce that we are opening a new door. The team has decided that Broken Limits will not only produce video game content, but we are extending our reach to mobile app development. If you’re interested in hiring us as a contractor, by all means contact us and we will negotiate the service and cost. 

Thank you for being a part of us! Whether you’re our client, fan, friend, or family member, you are a part of what we do. Thank you for making us Broken Limits!

Gameplay: Any Suggestions?

Greetings friends! I’ve been working on the programming for our game (Cubicle Chimera [kimiera]) and I’m about to crank out a better design document as well. For those who do not know what the design document is: the Design Document is a layout of the features (single/multi-player, first-person shooter/2D side-scroller, etc.), the platform (XBOX, Mac, Android, etc.), the genre (role playing game, sports, shooter, etc.), and to wrap it up, it contains all of the information the development team(s) need to build the game. I’ve already created a fairly descriptive design doc, but it needs improvement and I’d be glad to hear from you guys.

As you may know, our game is about a guy named Ron. Average guy, average job, in an average office, with an average jerk boss. He hates his job, hates his co-workers, and hates his boss, but he cannot afford to leave. He is trapped, but what he doesn’t realize is that he is about to be trapped in more than one way. He starts daydreaming at work, about work, with a sick twist. His co-workers are now evil creatures within his mind and fantasies. He believes he must vanquish them to escape.

My job for you is to think of the kinds of people who could be transformed into creatures and carry one major annoyance over to this new creature character. Ex: Loud mouth Jennie is always complaining about her life, talking about how awful it was that she had to walk through a puddle this morning, you know stupid stuff like that. In Ron’s dreams he imagines her with an enormous mouth that could swallow up a small child. Loud mouth Jennie is now literally a Big Mouth! That’s what we’re going for. Any ideas?

The reason I ask is because I could come up with anything and throw it into the game, but the game is free and it’s kind of our first game. I want the opinions of the people who will play it. That way you will be able to see something you thought of or something you can relate to. ((Remember, we do not promote the idea of harming your boss or coworkers outside of digital, interactive entertainment ;D  )) Please leave feedback.

Status Update

Attack mode Ron!Broken Limits is working steady and producing a solid demo for Cubicle Chimera! Here’s what’s happening so far:

Dan: Created some nice sounds for our weapon (a stapler)

Sam: Drew up our main character (Ron)

Allen: I programmed Ron to shoot staples, killing the enemy, and loosing ammo.

The next steps are to make sure we can acquire more ammunition, create a title screen (also used to attract your eyes to our beautiful product), and do more sounds and background music. I’ll keep you posted on our latest achievements, and if someone gets on here and shows some interest, I might share a link to our pre demo (lets call is alpha) for Cubicle Chimera! So common! Get interested people, and spread the word! We’re serious..

New Year, New Plans

Today Dan, Sam, and myself (Allen) had Broken Limits’ first meeting of the year. We discussed a lot of what we stunk at in our first four and a half months and we worked out what we need to do better in 2012. So incase the world ends later this year we can assure you that you’ll have the chance to play Cubicle Chimera before the end!

August 27, 2011 is when Broken Limits became an official team and started working on concepts, art, music, the works. We decided today to create a deadline for CC around the end of summer, so we’re going to launch our first title, Cubicle Chimera, on August 27, 2012 the anniversary of our birth. We’re probably going to work the hardest during the summer or right when spring classes end, but we have set such a distant date so that we can polish up the game real nice. I know, I say that like we’re coming out with some hugely exciting title right? Cubicle Chimera might not have you and your friends huddled around your desktop, but we guarantee it will have you interested if only for a few weeks. You will certainly remember it for its strange, unique style and Broken Limits’ first title.

In the first month of development we will build a prototype/alpha of CC. Within that process the following steps will occur: –Sam (artist) will design and animate our player and one enemy to oppose him (he has already designed an enemy!). –Dan (audio) will create strange enemy yelps and screeches, and general attack sounds, footsteps, background soundtracks, that sort of good stuff. –I will put together the skeleton of the project, through Unity. Once I have figured out how to make our character move around (I pretty much have) and attack enemies Sam and Dan can drop their work into the build and poof, we have a prototype! From there we beat out all of the lumpy globs and continue to add characters, storyline, GUIs, audio, etc. each with their own deadlines to keep everything focused and organized. If you have any questions feel free to comment. If you’re wondering what platform this game will be for: We will build Cubicle Chimera for the PC/Mac gamer with the intent to consider iOS and Android versions, depending on the complexity, funding, and demand. The original final build for PC/Mac will have around 10 levels for launch. Depending on our stats we may see the need to create more levels, characters, etc., but we’ll burn that bridge uh, later.

Keep up with the team here, our main website, and our Facebook.