Category Archives Team

Making a prototype video for Honourbound and throwing it away!


It’s been several months since we’ve provided any significant updates regarding Jiro and Honourbound, although bits and pieces do tend to make it to facebook quite regularly. Even the game’s new name, Honourbound, went unreported here, despite it being something that I am particularly happy with after seeing innumerable lists of game-name contenders, most of which weren’t so good. With all that said, a lot has happened and I’d like to take this opportunity to get whoever’s prepared to listen up to speed with where we’re at. At least a little bit anyway.

Two of the most significant changes in terms of our day-to-day production has been moving to an entirely new and brilliant game engine and editor, Duality by Adam over at Adam’s Lair – something our top scienticians Andrew and Andrea will no doubt want to say something about, and who are certainly both more qualified to do so – and the arrival of new teammates, with whom I can now share this awesome burden of being the art team; Carlos, (Bat)Tom and Mark each deserve a blog post detailing their incredible art powers, but meantime I’ll just say that their addition has been invaluable and I can’t imagine the current game being anywhere near as good without them.

The transition of editors and engines magically and coincidentally brought us from the prototype to the production phase of our development, which meant that huge portions of what we’d done was discarded in an effort to improve almost every aspect when working on the game proper. I’m relatively new to working on games and with programmers, so I was surprised (in a good way) to learn that this is standard practice when coding: you’ll solve problems in whatever way works initially, even if that means using code that is somewhat hacked together, but all of this is ultimately flushed away when putting together the finished product, and that is exactly what happened when we made the switch.

Before we jumped ship on the old stuff however, we did take time to record our prototype efforts in a quick video that we’ve held off on showing to public eyes because we were worried people might attribute any apparent gameplay problems to how the game will eventually play. Therefore the following video comes with a (lengthy) disclaimer of: this is our old prototype which has since been thrown away, but maybe it’ll give you an idea of how the game is going to look :)

Starting again can be pretty daunting, especially when the scope of the project suddenly encompasses the rest of the game. Jiro is now the owner of a more robust model and some fancy new samurai dance moves, as have the enemies he’s fighting and even the landscape in which the fight takes place. As we iron out the inevitable kinks after such a significant shift we’ll certainly have more to say about everything we want everyone to know about our game, and maybe a couple of things we don’t.

Moore BatCat news

It’s been a busy month here at BatCat Games, what with building up to the release of P-3 Biotic (get it on IndieCity or IndieVania) and heading across the stream to Develop in Brighton (which is a blog post in itself). By far our most important and awesome piece of news though is that we have a new face in the office. A face attached to the body of Tom Moore of Tom Moore fame, artist extraordinaire and all round incredible person. Lets see what he has to say for himself:

“Tom is an artist and illustrator, specialising in media ranging from crayons to rocket ships. He lives in Dublin, where he graduated from the National College of Art and Design and is a member of the Black Church Print Studio. He plays games like a completionist and can talk about himself in the third person if required.”

Great stuff! Check out some of the work he’s being doing for our next game:

Lets give that a little bit of context. Jiro (working title) is a visually stunning 2D side-scrolling beat ‘em up set in a fantasy version of feudal Japan, and features a unique combination of constant runner and traditional combo-based fighting game mechanics. Doesn’t that sound like fun? Sorry to use your intro space for some game plugging Tom. Good with the bad mate.

He’s also putting together this little work of art called The Bright Yellow Giraffe. You should really check it out.