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	<title>Origin8</title>
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	<link>http://www.origin8.com</link>
	<description>Origin8 - indie games developer for iOS, Android, PC &#38; Mac</description>
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		<title>Sentinel 4 Dev Blog: Stronghold</title>
		<link>http://www.origin8.com/blog/news/sentinel-4-dev-blog-stronghold/</link>
		<comments>http://www.origin8.com/blog/news/sentinel-4-dev-blog-stronghold/#comments</comments>
		<pubDate>Fri, 26 Apr 2013 13:35:21 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Sentinel 4: Dark Star]]></category>

		<guid isPermaLink="false">http://www.origin8.com/?p=4530</guid>
		<description><![CDATA[The third instalment of the dev blog is finally here! Learn about some more of the game's new exciting features.]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;">It&#8217;s been a little while since my last development blog for Sentinel 4: Dark Star, so it&#8217;s time to talk about another brand new feature in the game:<br />
&nbsp;<br />
<strong>The Stronghold</strong><br />
&nbsp;
</p>
<p><img class="size-medium wp-image-4540 aligncenter" title="Stronghold" src="http://www.origin8.com/wp-content/uploads/StrongholdExample-300x300.png" alt="The Stronghold" width="300" height="300" /></p>
<p>In my last blog I talked about the Sentinel series always having things that can be defended, damaged and repaired. I&#8217;ve always felt that enemies destroying the final barrier or running off the map never felt like an adequate situation for losing a game. So now each map contains your Stronghold &#8211; your main building which the enemy have to destroy for you to lose.</p>
<p>&nbsp;</p>
<p><strong>New Resources</strong></p>
<p>&nbsp;</p>
<p>The Stronghold is no ordinary building. It has its own resources which charge up over time (much like the orbital weaponry of the Sentinel) and many abilities which can be triggered as a final line of defence against the aliens.</p>
<p>&nbsp;</p>
<p>During the game extra generators can be purchased to increase the speed at which the Stronghold charges. This gives the player a strategic choice of saving cash for turrets, or spending it on increasing the Stronghold&#8217;s power.</p>
<p>&nbsp;</p>
<p><strong>Abilities</strong></p>
<p>&nbsp;</p>
<p>This new building&#8217;s first job is to control the drones. They are now all bought with the Stronghold&#8217;s resources and use it as a home base. The Stronghold also has a range of moves which can be triggered such as a Slow Shockwave, Emergency repair, or even a targettable nuke!</p>
<p>&nbsp;</p>
<p>These new abilities give you plenty more options whilst you&#8217;re playing. Specifically when you&#8217;ve spent all your money and it doesn&#8217;t seem quite enough to hold back the onslaught, you now have another string added to your bow. Often a well placed nuke or a couple of attack drones can save you from defeat, and earn you enough cash to upgrade your turrets.</p>
<p>&nbsp;</p>
<p><strong>Control</strong></p>
<p>&nbsp;</p>
<p>Moving the drones to the Stronghold has cleaned up the existing UI. I never thought the repair drones and drone controls fitted very nicely alongside the Sentinel&#8217;s weaponry. Adding lots of new things to trigger and new resources to manage does present some challenges though. My main focus is to make things as automatic as possible, to minimise the amount of micromanagement you have to do with the game&#8217;s systems.</p>
<p>&nbsp;</p>
<p>I&#8217;ve never liked unnecessarily manual systems for mobile tower defence games as it&#8217;s usually too fiddly. I think things such as target selection should be clever, not manual, but this is for another blog post. In terms of the new features in Sentinel 4, I&#8217;m currently removing as much as I can from the main interface in favour of tapping on the objects themselves to bring up their related moves and controls. I&#8217;ve also got ideas for setting auto-trigger options for example to continually build attack drones with your resources which may be useful to further reduce unnecessary player intervention and free you up to concentrate on your strategy.</p>
<p>&nbsp;</p>
<p>The enormous new campaign in Sentinel 4 is coming along nicely. We&#8217;re determined to make this the finest tower defence game it can be, and we are sure you won&#8217;t be disappointed with the result.</p>
<p>&nbsp;</p>
<p>cheers,</p>
<p>Paul</p>
]]></content:encoded>
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		<title>Sale alert &#8211; 50% off Sentinel 3 Campaign 2 on iOS!</title>
		<link>http://www.origin8.com/blog/promo/sale-alert-50-off-sentinel-3-campaign-2-on-ios/</link>
		<comments>http://www.origin8.com/blog/promo/sale-alert-50-off-sentinel-3-campaign-2-on-ios/#comments</comments>
		<pubDate>Thu, 28 Mar 2013 16:59:49 +0000</pubDate>
		<dc:creator>Repair Drone</dc:creator>
				<category><![CDATA[Promo]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[offers and freebies]]></category>
		<category><![CDATA[Sentinel 3: Homeworld]]></category>

		<guid isPermaLink="false">http://www.origin8.com/?p=4508</guid>
		<description><![CDATA[Want some more Sentinel goodness while you're waiting for the release of Sentinel 4: Dark Star? The Sentinel 3 <strong>Campaign 2 expansion pack</strong> is now on sale for a limited time!]]></description>
			<content:encoded><![CDATA[<p>Want some more Sentinel goodness while you&#8217;re waiting for the release of Sentinel 4: Dark Star? The Sentinel 3 <strong>Campaign 2 expansion pack</strong> is now on sale for a limited time! Get 15 brand new maps along with towers, ship weapons and dastardly new aliens for just $0.99. Campaign 2 is an in-app purchase, so load up the game and visit the store.</p>
<p>&nbsp;</p>
<p>Plus, if you can beat Campaign 2 level &#8220;The Pit&#8221; on Psycho, come to the forum to brag. This map&#8217;s proven the ultimate Sentinel challenge to date!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Sentinel 3 iOS $0.99 sale!</title>
		<link>http://www.origin8.com/blog/promo/sentinel-3-ios-099-sal/</link>
		<comments>http://www.origin8.com/blog/promo/sentinel-3-ios-099-sal/#comments</comments>
		<pubDate>Thu, 21 Mar 2013 17:05:47 +0000</pubDate>
		<dc:creator>Repair Drone</dc:creator>
				<category><![CDATA[Promo]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[offers and freebies]]></category>
		<category><![CDATA[Sentinel 3: Homeworld]]></category>

		<guid isPermaLink="false">http://www.origin8.com/?p=4502</guid>
		<description><![CDATA[A quick special offer for you today - <a title="Sentinel 3: Homeworld on the App Store" href="https://itunes.apple.com/app/sentinel-3-homeworld/id396103539&#38;mt=8" target="_blank"><strong>Sentinel 3: Homeworld</strong></a> on iOS is down to <strong>$0.99</strong> for a short time! If you know anyone who's still lacking alien-busting tower defence goodness, give them a nudge to grab it while it's hot!]]></description>
			<content:encoded><![CDATA[<p>A quick special offer for you today &#8211; <a title="Sentinel 3: Homeworld on the App Store" href="https://itunes.apple.com/app/sentinel-3-homeworld/id396103539&amp;mt=8" target="_blank"><strong>Sentinel 3: Homeworld</strong></a> on iOS is down to <strong>$0.99</strong> for a short time! If you know anyone who&#8217;s still lacking alien-busting tower defence goodness, give them a nudge to grab it while it&#8217;s hot!</p>
<p>&nbsp;</p>
<p><a title="Sentinel 3: Homeworld on the App Store" href="https://itunes.apple.com/app/sentinel-3-homeworld/id396103539&amp;mt=8" target="_blank"><strong>Click here for Sentinel 3: Homeworld on the App Store</strong></a></p>
]]></content:encoded>
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		<title>Revealed: Last Life</title>
		<link>http://www.origin8.com/blog/dev/revealed-last-life/</link>
		<comments>http://www.origin8.com/blog/dev/revealed-last-life/#comments</comments>
		<pubDate>Fri, 22 Feb 2013 17:20:42 +0000</pubDate>
		<dc:creator>Jas</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Last Life]]></category>

		<guid isPermaLink="false">http://www.origin8.com/?p=4435</guid>
		<description><![CDATA[In his first post Jas talks about how some games get named, and introduces a mysterious new title... ]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m very pleased to announce our latest upcoming game: <strong>Last Life</strong>. We&#8217;ve been working on it in secret for a while, and now it&#8217;s time to tell you a little about it.</p>
<p><a href="http://www.origin8.com/wp-content/uploads/LastLifeBannerI-blog1.png" alt="Last Life" rel="lightbox"><img class="alignright size-full wp-image-4466" title="LastLifeBannerI-blog" src="http://www.origin8.com/wp-content/uploads/LastLifeBannerI-blog1.png" alt="" width="674" height="169" /></a><br />
<strong>Last Life</strong> is an action adventure game including puzzle and stealth elements, all mixed up with a heavy dose of mind bending time travel and time manipulation. As for why it&#8217;s called <strong>Last Life</strong>? That&#8217;s a mystery to be revealed at a later date&#8230;</p>
<p>&nbsp;</p>
<p>The title of any video game is very important, particularly for a brand new IP. Many times it will be the player&#8217;s first hint of the type of game it is. Keeping the name memorable but also summing up the game can be quite tricky. Usually it will change many, many times from an initial working title up until the final release name.</p>
<p>&nbsp;</p>
<p>Prime examples of this are some of our previous games. <a title="Car Mania" href="http://www.origin8.com/carmania/" target="_blank"><strong>Car Mania</strong></a> started life as &#8216;Rush Hour&#8217;, and through most of development was simply known as &#8216;The Car Game&#8217; (well, it does have cars in it&#8230;) <a title="AirBear" href="http://www.origin8.com/airbear/" target="_blank"><strong>AirBear</strong></a> grew from a simple stickman and trampoline mechanic. The main character came later, and to this day the project file is still named &#8216;Bounce&#8217;.</p>
<p>&nbsp;</p>
<p>For an older example, check out this document for <a title="Nihilist" href="http://uk.gamespot.com/nihilist/reviews/nihilist-review-2543931/" target="_blank"><strong>Nihilist</strong></a>, a PC game I worked on back in 1996. We had real trouble settling on a name for that one&#8230; guess we were lucky it didn&#8217;t end up being called &#8216;ChunderBuckets&#8217;, &#8216;Barf Thunder Toilet Water&#8217; or even &#8216;Kill Zone&#8217;:</p>
<p>&nbsp;</p>
<p style="text-align: center;"><a title="How about 'Up Your Tailpipe'..?" href="http://www.origin8.com/wp-content/uploads/Nihilist_Names_big.jpg" rel="lightbox"><img class="size-medium wp-image-4273 aligncenter" title="Nihilist Names document" src="http://www.origin8.com/wp-content/uploads/Nihilist_Names_small.jpg" alt="" /></a></p>
<p>&nbsp;</p>
<p>After saying all that, this has not been the case with <strong>Last Life</strong>. The name has stuck from the initial prototype until now, though it was originally for a completely different type of game (a story for another blog post). I can&#8217;t say for certain that the name will stay the same upon release, but it&#8217;s looking pretty likely.</p>
<p>&nbsp;</p>
<p>Over the coming weeks I&#8217;ll fill you in on my thoughts on the trials and tribulations that go into creating a video game, as well as giving some insight into what the game is all about.</p>
<p>&nbsp;</p>
<p>As always, feel free to comment. We love to hear from you and appreciate your input.</p>
<p>&nbsp;</p>
<p>Jas</p>
]]></content:encoded>
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		<title>Freebie Alert &#8211; Tractor Trails!</title>
		<link>http://www.origin8.com/blog/promo/freebie-alert-tractor-trails/</link>
		<comments>http://www.origin8.com/blog/promo/freebie-alert-tractor-trails/#comments</comments>
		<pubDate>Fri, 22 Feb 2013 16:45:11 +0000</pubDate>
		<dc:creator>Repair Drone</dc:creator>
				<category><![CDATA[Promo]]></category>
		<category><![CDATA[offers and freebies]]></category>
		<category><![CDATA[Tractor Trails]]></category>

		<guid isPermaLink="false">http://www.origin8.com/?p=4474</guid>
		<description><![CDATA[We've got a freebie for you this weekend in association with our friends at <a href="http://3magicshots.com/" target="_blank"><strong>3 Magic Shots</strong></a>. Join Red the Tractor on his puzzling adventures in <a href="https://itunes.apple.com/app/tractor-trails/id486348309&#38;mt=8" target="_blank"><strong>Tractor Trails</strong></a>, 130 levels of mazy brainteasing goodness!]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve got a freebie for you this weekend in association with our friends at <a href="http://3magicshots.com/" target="_blank"><strong>3 Magic Shots</strong></a>. Join Red the Tractor on his puzzling adventures in <a href="https://itunes.apple.com/app/tractor-trails/id486348309&amp;mt=8" target="_blank"><strong>Tractor Trails</strong></a>, 130 levels of mazy brainteasing goodness!</p>
<p>&nbsp;</p>
<p>Head to the <a href="http://www.origin8.com/tractortrails/" target="_blank"><strong>Tractor Trails</strong></a> homepage for more info, or check out the video below:</p>
<p>&nbsp;</p>
<p><object width="560" height="315"><param name="movie" value="http://www.youtube.com/v/BCthH-KFoQU?version=3&amp;hl=en_GB&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/BCthH-KFoQU?version=3&amp;hl=en_GB&amp;rel=0" type="application/x-shockwave-flash" width="560" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
]]></content:encoded>
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		<item>
		<title>Sentinel 4 Dev Blog: Aliens Fight Back!</title>
		<link>http://www.origin8.com/blog/dev/sentinel-4-dev-blog-pt2/</link>
		<comments>http://www.origin8.com/blog/dev/sentinel-4-dev-blog-pt2/#comments</comments>
		<pubDate>Tue, 29 Jan 2013 14:06:44 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Sentinel 4: Dark Star]]></category>

		<guid isPermaLink="false">http://www.origin8.com/?p=4399</guid>
		<description><![CDATA[It's time for part two of the Sentinel 4: Dark Star development blog, which details some of the new gameplay!]]></description>
			<content:encoded><![CDATA[<p><em>After the last development blog about the <a href="http://www.origin8.com/blog/dev/sentinel4-dark-star-groundwork/">map design and production process</a>, I thought it would be nice to cover something that&#8217;s a little more interesting to players and talk about one of our new core gameplay mechanics.</em></p>
<p>&nbsp;</p>
<p>The Sentinel series has always had some key unique features to make it stand out from the crowd. One of the main ones has always been to have defensive barriers and buildings which can be damaged and destroyed. And where there is damage there is the need for repair, which has made our trusty repair drones a central part of the core gameplay.</p>
<p>&nbsp;</p>
<p><img class="aligncenter size-full wp-image-4400" title="Repair Drones" src="http://www.origin8.com/wp-content/uploads/blogs4drone.png" alt="" width="126" height="113" /></p>
<p style="text-align: left;">In <strong>Sentinel 4: Dark Star</strong> we&#8217;re extending this mechanic by doing something pretty special:  <em><strong>Now the enemies can fight back and damage your turrets!</strong></em></p>
<p>&nbsp;</p>
<p>Some enemies can do this with a ranged attack from the path, or some flying enemies can go after them directly. To me it feels like a logical extension of the barrier system and makes everything seem much more consistent. I always thought it felt a little strange that the Behemoth from Sentinel 3 would fly over all your turrets in order to get to something it could damage. Now it can be a truly formidable opponent as it rains down the pain!</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong>Broken Turrets</strong></p>
<p>&nbsp;</p>
<p>So now it&#8217;s possible for your turrets to be completely destroyed, forcing you to rebuild them. In addition, when a turret is low on health, it will <strong>break and cease to work</strong>. Repair drones now have a new and vital task: to keep your turrets healthy and working! Don&#8217;t worry, we&#8217;ve added some extra drone controls and allowed for more drones to ensure you can keep everything fixed. Having all this extra stuff to repair also opens up lots of possibilities for protection and repair abilities. We&#8217;ve got some commander abilities, orbital weapons and even turrets that can help with protecting and repairing your defensive turrets in times of need.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong>Level up!</strong></p>
<p>&nbsp;</p>
<p>Even though the player is inherently rewarded by preventing their turrets being destroyed, I felt like there should be a better, more positive reward for players investing heavily in repairing and keeping their defences alive. So now as the turrets shoot and destroy enemies, they gain points (Experience Points if you want to call them that) and will automatically &#8216;Level Up&#8217; and gain a boost to their damage and potentially their other stats. This allows the player to really feel as though a turret is something to be protected and nurtured, and turrets which are put into the fray and looked after will become a true asset to the player&#8217;s defences!</p>
<p>&nbsp;</p>
<p>These new systems really open up the gameplay and make it feel fresh and different. I hope you enjoyed reading and I&#8217;ll try and find some time to write about more of the new <strong>Sentinel 4: Dark Star</strong> features soon!</p>
<p>&nbsp;</p>
<p>cheers,</p>
<p>Paul</p>
]]></content:encoded>
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		<title>Sentinel &#8230;expands?</title>
		<link>http://www.origin8.com/blog/other/sentinel-expands/</link>
		<comments>http://www.origin8.com/blog/other/sentinel-expands/#comments</comments>
		<pubDate>Fri, 25 Jan 2013 12:51:26 +0000</pubDate>
		<dc:creator>Laurence</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[random]]></category>
		<category><![CDATA[sentinel]]></category>

		<guid isPermaLink="false">http://www.origin8.com/?p=4360</guid>
		<description><![CDATA[The Sentinel universe has expanded into the real world... or has it?]]></description>
			<content:encoded><![CDATA[<p>So perhaps not the news item you all were waiting for, but the <strong>Sentinel</strong> universe has been spotted branching out on Earth. A new stronghold has been discovered, disguised as&#8230;<br />
<a title="Sentinel Shopping Centre" href="http://www.origin8.com/wp-content/uploads/SentinelSquare1.jpg" rel="lightbox"><img class="alignright size-medium wp-image-4361" title="SentinelSquare" src="http://www.origin8.com/wp-content/uploads/SentinelSquare1-300x300.jpg" alt="" width="300" height="300" /></a><br />
A <em>shopping centre</em>?<br />
&nbsp;&nbsp;<br />
Yes. You read that right.<br />
&nbsp;&nbsp;<br />
We have unconfirmed reports that they do stock repair drones and ship weaponry, however the <strong><em>Orbital Laser</em></strong> is currently awaiting stock.<br />
&nbsp;<br />
The mutant was sadly not available for interview at the time and has since returned to his <a href="http://www.origin8.com/sentinel3/" title="Sentinel 3: Homeworld">Homeworld</a>.<br />
&nbsp;&nbsp;<br />
<em>We have no affiliation with said shopping centre or it&#8217;s aptly named address, nor did it ever have any bearing on the name of the series we can assure you!</em><br />
&nbsp;&nbsp;<br />
Know of any other obscure <strong>Sentinel</strong> points of interest? Let us know!</p>
]]></content:encoded>
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		<title>Sentinel 4 Dev Blog: Groundwork</title>
		<link>http://www.origin8.com/blog/dev/sentinel4-dark-star-groundwork/</link>
		<comments>http://www.origin8.com/blog/dev/sentinel4-dark-star-groundwork/#comments</comments>
		<pubDate>Thu, 03 Jan 2013 12:07:25 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Sentinel 4: Dark Star]]></category>

		<guid isPermaLink="false">http://www.origin8.com/?p=4269</guid>
		<description><![CDATA[What better way to start the New Year than having the first development blog post for Sentinel 4: Dark Star!]]></description>
			<content:encoded><![CDATA[<h3 style="text-align: center;"><strong>Happy New Year everyone!</strong></h3>
<p>&nbsp;</p>
<p><em>Here&#8217;s the first of many dev blog posts during development of <strong>Sentinel 4: Dark Star</strong> to hopefully give you an insight into what goes into the production. We&#8217;ll give some references back to the previous titles in the <strong>Sentinel</strong> series to show the ongoing progression.</em></p>
<p>&nbsp;</p>
<p>At the heart of every tower defence game is the map. It&#8217;s the root of the strategy for the game, defining where you can build towers and influencing the effectiveness of weaponry and enemy behaviour. Throughout the Sentinel series of games we&#8217;ve evolved the map making process to streamline it to allow us to make maps more easily, and add more gameplay features.</p>
<p>&nbsp;</p>
<p>We started off designing them by hand on paper and hardcoding them into the game manually &#8211; proper &#8216;old skool&#8217;. Here&#8217;s one of my original Sentinel 1 map designs:</p>
<p>&nbsp;</p>
<p style="text-align: center;"><a title="Paper 'old skool' design!" href="http://www.origin8.com/wp-content/uploads/BlogS4Paper.jpg" rel="lightbox"><img class="size-medium wp-image-4273 aligncenter" title="BlogS4Paper" src="http://www.origin8.com/wp-content/uploads/BlogS4Paper-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>Once the map was tested and finalised, we&#8217;d build and render the landscape to match the design as a single image. Although this worked, it resulted in a lot of large unique textures and meant we were only able to have a small number of maps for <a href="http://www.origin8.com/sentinel" target="_blank">Sentinel 1</a> and <a href="http://www.origin8.com/sentinel2" target="_blank">Sentinel 2</a>.</p>
<p>&nbsp;</p>
<p>For <a href="http://www.origin8.com/sentinel3" target="_blank">Sentinel 3</a> we switched the map technology to be completely tile based, allowing us to reuse textures and design many maps using tile sets.</p>
<p>&nbsp;</p>
<p><a title="Editor showing Sentinel 3 map" href="http://www.origin8.com/wp-content/uploads/BlogS3Map.png" rel="lightbox"><img class="size-medium wp-image-4274 alignright" title="BlogS3Map" src="http://www.origin8.com/wp-content/uploads/BlogS3Map-300x196.png" alt="" width="300" height="196" /></a></p>
<p>Using the excellent <strong><a title="Tiled" href="http://www.mapeditor.org" target="_blank">Tiled</a></strong> level editor, we designed the maps, setup the majority of the level data and integrated it all into our engine.</p>
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<p>The map is built up from many layers from the tile sets, then pre-rendered to a texture during the level load to reduce the memory footprint and keep the framerate up whilst the game is being played.</p>
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<p>Here&#8217;s a finished <a href="http://www.origin8.com/sentinel3" target="_blank">Sentinel 3</a> map in the editor:</p>
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<p>In terms of design, the maps have been pretty consistent throughout the series. Most of them consist of many long thin paths and our trademark feature of having barriers to defend along the way have been key to the unique experience of the Sentinel games.</p>
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<p>For <strong>Sentinel 4: Dark Star</strong> we&#8217;ve got a lot of new exciting features planned. One thing people are always asking for is open areas, bigger maps and more versatile paths.</p>
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<p>Here&#8217;s a new map which features a wide open area:</p>
<p><a title="Editor showing Sentinel 4 map" href="http://www.origin8.com/wp-content/uploads/BlogS4OpenMap.png" rel="lightbox"><img class="size-medium wp-image-4276 alignright" title="BlogS4OpenMap" src="http://www.origin8.com/wp-content/uploads/BlogS4OpenMap-300x162.png" alt="" width="300" height="162" /></a></p>
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<p>As you can see it features a couple of outcrops which the enemies have to navigate around, and on which you can build turrets. It makes a welcome change to the enemies funnelling along a thin path, and creates new gameplay strategies.</p>
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<p>Up until now, all <strong>Sentinel</strong> maps have been the same size, designed to fit nicely onto an iPhone or iPad screen. However, now that we have expanded to new platforms such as Android and PC, and also now that the iPhone 5 features a wider screen, we&#8217;ve decided to have a huge map size variation for <strong>Sentinel 4: Dark Star</strong>.</p>
<p><a title="Editor showing Sentinel 4 map" href="http://www.origin8.com/wp-content/uploads/BlogS4LargeMap.png" rel="lightbox" target="_blank"><img class="size-medium wp-image-4275 alignright" title="BlogS4LargeMap" src="http://www.origin8.com/wp-content/uploads/BlogS4LargeMap-300x135.png" alt="" width="300" height="135" /></a></p>
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<p>Having bigger maps obviously allows for more epic battles, and also for more creative freedom.</p>
<p>For example, one map features climbing up the side of a mountain so it&#8217;s tall and thin. Others represent an unprecedented struggle for survival having many barriers from one end of the map to the other.</p>
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<p>We&#8217;ve got loads of other ideas too for the new maps, such as having destroyable path sections, sneaky shortcuts, special spawn places for bosses to emerge and many more.</p>
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<p>The list of new stuff that is coming in <strong>Sentinel 4: Dark Star</strong> is enormous, so I look forward to writing the next blog which will focus on another new area of the game&#8217;s development.</p>
<p>&nbsp;</p>
<p>cheers,</p>
<p>Paul</p>
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