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.

Cubicle Chimera

We’re currently working on a very tiny game called Cubicle Chimera (pronounced kinda like “kyubikal kimira”). The game goes a little like this:

   Ron Dover is a troubled soul. He sits miserably at work day in and day out while getting chewed out over small nonsenses by his boss. Typical right? The boss can’t stand Ron and Ron can’t stand the boss, but he cannot afford to loose his job. So Ron starts day dreaming on the job and his insane thoughts begin to run wild. Ron is locked into a parallel conception of his workplace; As he daydreams about his co-workers and his boss, and how much he hates them all, he coats them with a new look and imagines them all as fantasy creatures. The gossiping co-workers are now large mouth trolls with big, sharp teeth, the hot babes are evil fairies, fat Dave is still fat Dave, and he wants to eat you. Simply put, Ron is losing his mind and we’re helping him do it!

Ron will wield some kind of office object, like a high powered stapler, to combat his conjured foes. His coworkers will either distract him or try to kill him. Ron’s main goal is to seek out his boss, the evil Chimera of his mind, and defeat him once and for all! But, whenever we have a case of “i hate my boss fever” we may have bigger problems. Ron may be loosing sight of reality. Oh well, at least we gain entertainment at his expense!

Keep up with Broken Limits to find out where Ron’s adventure will lead him. We will post the game for free on our website and it will be our first official game so be prepared for a hot mess of polygons flailing on one another in attempts to make you smile. Just kidding, that sounds way worse than what it should turn out to be. And an early warning: Don’t hate your boss, he/she has to be a jerk. When playing our game (Cubicle Chimera) you should remember that you Are in fact playing a Game. When you go out to find a job or when you get a job that IS real, the guy yelling at you IS your boss. He/she is not a mythical chimera from your dreams nor from your games. Just giving you the heads up. You’re welcome.

Keep up with us on Facebook and right here! We have a Twitter, but hardly use it. Follow @afliii if you’re looking to hear occasional updates via Tweets.


team leader

Broken Limits new Blog!

Welcome to our new blog. We’re getting ready to start up a new project and we figured a blog would be nice for our followers to better understand what is happening and how long it will take. I (Allen) will be writing most of the blog. These posts will allow us to reach out to our friends (you) and you to reach inwards to see what makes Broken Limits tick!

I’ll begin with a team introduction.

Allen Lambert – team leader, web designer, game designer, Unity Javascript programmer (beginner)

Sam Dahlheim – lead artist, concept artist, character design, etc.

Dan Kobylarz – sound engineer, sound EFX, game music, etc.

We’re undergoing a reorganization process and will be up and running at full capacity around mid January ’12. This “reorganization” as I’m calling it consist of some personal resolve along with redirection in our primary goals/projects. You will notice from looking at our main website that we have done some work on a game titled Zero-G, however, we’re putting that game on hold as our lead programmer had to take a large break from the team. We have decided to go with using Unity 3D for our game engine since it contains everything we could ask for. I’m getting familiar with Unity and Dan already has a good knowledge of the program so we should do fine for our first few small games.

While on the subject, those “first few small games” will be just that. We’re going to eventually build larger more exciting titles, but for the time we will produce at least two games that feel extremely simple and at least somewhat amusing. They may not yield hours of fun for all ages, but they will let us learn Unity further and get more familiar with game development.

I personally have high expectations for what this team will do. Whether our games are successful or lacking, I promise to continue to learn and listen. My ears will hear what the gamers have to say, so if you’re one of them by all means speak up!

Thank you for taking an interest in our team and our projects. Stick around.