Tag Archives: indie games

Undead Castle Developers Journal: The Next Step

Our team has been working primarily on researching our game type and style, planning development, and preparing ourselves for the next step in our development plan. Our game design document is outrageous! At about 30 pages and some 6000+ words, the Undead Castle Design Document is still only about 60-75% completed and it grows each day. The team has done quite a bit of research on zombies, medieval hardships and lifestyles, and other successful games like ours, for the sole purpose of making our game just right and outstandingly pleasing to you!

We’re currently in the Planning Phase of development. Let’s break down the development process so you can keep up with what phase we’re in:


1st: Planning Phase. In this current phase, we’ve researched everything from zombie movies and games to medieval clothing and 1300’s instruments. We’ve laid down a solid foundation for the game, with a very thick design document. Our programming team has developed a prototype which is still being worked on. The prototype consists of a working player placeholder, a simple zombie AI placeholder, procedurally generated castle walls (hmm procedurally generated?), and equip-able items. The next step in the prototype is getting doors and objects to move around realistically. Our art department will be working on some models (likely placeholders) for the prototype, and our concept artists are working on level and character design. The audio guys are also working on some pieces in background music and a main menu / theme tune. The Planning Phase will last about another month and then we will move into Pre-Pro.

2nd: Pre Production Phase. In this phase we will extended planning and research to practical use and develop a stronger prototype into a pre-alpha version of the game. We expect to have a ton of features, from Procedurally Generated Rooms (in the castle) to functional attacking zombie placeholders. We’re going solidify the design document as best we can in this phase. All aspects of development will be fairly solid and clear by the end of this phase, which is around February 17th, give or take.

3rd: Alpha Development Phase. Finally, we will have a solid Alpha build by the end of this phase. Hopefully our Alpha for this game will crush our Beta for our last game! We think it will.

4th: Beta Development Phase. The Beta! In this stage we will work harder to make our game known to the public and release our Kickstarter.com project. We’ll be working on fine tuning the game and adding key features, as well as developing and organizing Kickstarter.com efforts, from acquiring backer merchandise to distributing the merchandise. We will prep for the homestretch: Final Dev Phase.

zombie ladyupdate5th: Final Development Phase. Our game will be just about finished, we will seek your feedback on Kickstarter.com, Steam, and we will try to get our build up on Steam and Xbox asap!

6th: Launch.

So there you have it! The Next Step – from start to finish actually. We’re working hard on this game and we plan to release it within a year or slightly

more. Our team of 15 can handle it as well as any. Keep in touch and remember to scream at the top of your lungs, on the highest place you can find, “I love Broken Limits Media!” Check out blmdev.com, twitter.com/BLMdev, facebook.com/brokenlimitsmedia, and keep an eye out for all our updates! We plan to post frequently. Thanks for reading!


Cubicle Chimera Beta Release

It’s here! CubicleChimera.com the Beta version of Broken Limits Media’s (that’s us) first game is finally here! We thank you for your patience and ask that you drop what you’re doing and go play our game. That is all. Have a nice day. We’re only kidding. Sit down and read! Please.


Broken Limits Media would like to thank you for your patience and support for the development of Cubicle Chimera. Our team worked moderately hard on this game! So moderately hard that we are soo moderately exhausted. We’re going to stop smashing our keyboards and start working on a much bigger game. But, first we would love to take you through a short journey of what we have done with Broken Limits Media over the past/first year.

We started back in August of 2011 with two people. Allen Lambert and Sam Dahlhiem. Sam did the amazing image to the right by the way. The two man team set out to collect more humans and we did. However, some were inadequate, irresponsible, and some just left. We carried on and tried to get our first game off the ground. It never happened. So we moved on to Cubicle Chimera. Now, we had about 5 members including the first two. It stayed that way for a while and members still came and went, doing maybe little bits of code, a piece of an animation, or just giving their opinion and dropping off. We still carried on and finally got this game “done.” We consider this project done or on the back burner at the moment. We’ve decided to leave it as a beta until/unless we receive a fair amount of positive feedback and the desire from our players for us to develop Cubicle Chimera into something more exciting and greatly more playable than the beta. So if you do enjoy the game for what it is now, let us know and we will get you something much better. Although, we have just begun work on our second title, officially as of yesterday.

Hopefully we got most of the history stuff out of the way. Let’s move on to the future! After all, that’s what we live for anyways right? So Broken Limits Media is working on a new title called the Undead Castle. Undead meaning zombies and castle meaning large old structure with big bricks. Pretty obvious where we’re going right? Maybe not, so here’s some more. The castle you play in is a large, medieval castle/town. There should be homes, shops, a small marketplace, training grounds, tournament grounds, and other medieval structures in our castle town. But, the castle exists in a time when plague was prominent and terrifying. The player controls a servant of the Baron of our castle. When we let this servant roam about in the opening scene, the player will see the sickness and know there is something going wrong within the castle walls. The plague quickly mutates within the walls of the castle and kills the people rapidly, practically overnight. These people awaken, but not with life and not with souls. These are the undead, created by a terrible, unknown plague. So there’s your story intro! Imagine a zombie survival game where you have no automatic weapons, guns, explosives, or any modern device to assist you in a zombie apocalypse. Imagine already living in a time when you’re always worried about sustainable food, clothing, and even at times shelter from war, plague and other atrocities. What would you do? How would you survive? The Undead Castle will reveal the truth in your ability to adapt and survive. The game will be pretty realistic, with limited resources, only a small available inventory, un-unding waves of zombies that do not wait for you to gather yourself, and plenty more bonuses, secrets, and mysteries of the castle. You’re going to be alone with all of those zombies. You might as well snoop around the Barons room for his journal. Just make sure you stick a jousting pole through his undead head before doing your scavenging in his room!

zombie1Let us know what you think of this game. It will be released in a little more than a year (no official release date yet), with plenty of updates throughout development, and an Alpha and Beta release within that years time. That lovely creature to the left? She’s beautiful right? Linda Lagzdina, our concept artist, created that wonderful, flesh eating cutie. Linda will be generating a good feed of images like this one. She’s always telling us “Oh. This is a sketch. I will clean it later.” If that’s a sketch imagine the finished product.

We’re really excited about this game. We’ve done a lot of recruiting and screening for our new members. We have gone from about 5 active members to 12. We’re sort of doing a Noah’s arc kind of thing here. Two of every animal. Now that we’ve got them on the boat we need to start producing Work. We need to produce work. We’re ready for the next big survival game. Are you?

We plan to use KickStarter.com to beg for funds to make this game have an edge over its edge! We’re going to release it to Steam via Steam Greenlight and hopefully at minimum release it to Xbox Live Indie Games, but even better we would like to aim for Xbox Live Arcade. Releasing to Steam will not cost much, but for Xbox we will need licenses from Unity 3D which may cost a few thousand. The primary reasoning for using KickStarter.com to attempt to raise money: Free, harmless, profitable exposure. We can upload our project concept to KickStarter.com, hear what you think about it, get more exposure via the website, “sell” or reward Backers game related products to earn development money, and if the project is not fully funded (so we can finish it) then the money is not rewarded to us. We’re excited about what KickStarter.com can do for us in terms of exposure and financial stability.

That should do it. You now know most of our secrets. Please come to the following address so we can dispose of your brain for security purposes. We will make sure to put it to good use, as zombie food. Thank you everyone! Thanks for your support. Thanks for your time and attention to our hard working, serious, go-getting team! Please visit blmdev.com Facebook.com/brokenlimitsmedia, and follow us at twitter.com/BLMdev to keep up with our development. Thanks.

Cubicle Chimera Updates by Tyler (he thinks he’s a programmer)

An update! Team BLM’s still alive?!! Yes were still alive, the gossip ghouls haven’t come for us yet and we’re still furiously bashing our keyboards until something productive happens. So what have we been up to you might ask? Well…

  • Spanking new level art.
  • A ton of new co-workers just waiting for you to slip into insanity.
  • More new obstacles for you to trip over.

Enemies and Obstacles

A total of two new enemies have been fully implemented into the game with another 6 drooling to get added. As of now the two currently in the game are the Fat Zombie and the Accounting Dracula.

These devious two are the standard walk up and attack type of enemies, but that won’t stop them jumping out at you when you’re at your most vulnerable.

As for the obstacles we now have boxes of unmentioned things and enough filing cabinets to file your heart out. They now drop lots of goodies such as paperclips, energy bars and a few extra 12.7mm staples just in case you run out.

Level art you say?

Yes Linda our level artist has been hard at work making creepy work areas for you to smash through including the devilish lunchroom from hell and the hallway of death, Sounds menacing right?  All of these levels are just dying to be packed full of friendly co-workers gone wrong. That’s now a total of five different level backgrounds planned out and in the works.

Other News

In other news we’ve now added 3 types of pickups including staple refills, energy bars (health) and Paperclips which will act as a point item. Dan our sound guy has been churning out sounds of unspoken evil and we’ve been doing a lot of bug fixing and finalizing before the beta release.

So with all that said we will continue pushing Cubicle Chimera out into the beta release so that we can all enjoy smacking our co-workers in the heads with staplers. Well we’ve got to go and smack our keyboards some more, so happy office looting.

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