Showing posts with label Isotope Softworks. Show all posts
Showing posts with label Isotope Softworks. Show all posts

Isotope Softworks Reveals SLaVE Running On Dreamcast Hardware

It seems like forever ago that we last had some news to share about Isotope Softworks' awesome-looking first person shooter/puzzler SLaVE. Numerous bug fixes, an appeal for a Dreamcast coder's cable and various other delays have beset the development process of this ambitious, neon-soaked extravaganza. Now though, lead developer Coraline Ash has shared a brand new video on YouTube, demonstrating SLaVE running on actual Dreamcast hardware.

"We told you it was coming, and now here it is! First off, we apologize for the lousy capture method used (PC Webcam), but we hope this accurately depicts what you've all been waiting for!

SLaVE is a masterpiece of both design and technology, and it works perfectly on the Dreamcast. If only I had a mouse and keyboard, I would have totally PWNED it, since I'm so lame I never really figured out how to play properly with a controller. Oh well, I didn't do too bad! ;)

Only a few more issues to be worked out as witnessed in this footage capture (skybox generation, minor speed issues with dynamic lights), but I sincerely hope this proves beyond a matter of a doubt -- SLaVE is so close now - those pre-orders will be worth it my friends!!"
- Coraline Ash, Isotope Softworks

And here's the video in all its glory:


The YouTube description also goes on to describe that SLaVE will make use of the mouse and keyboard and even the Twin Stick controller, along with Dreamcast rumble pack support. There's still no concrete release date for SLaVE, but this video proves that development has come along leaps and bounds. What with Xenocider from Retro Sumus and a bunch of other things we've been asked not to announce just yet, 2017 is set to be a very interesting year for Dreamcast gamers. If you'd like to pre-order SLaVE, head over to GOAT Store here.

Developer Interview: Isotope SoftWorks' Coraline Annis

Isotope SoftWorks is a developer with a plan - a plan to bring independently developed first person shooting action to the Dreamcast. Isotope currently has two such titles in development - SLaVE and Hypertension: Harmony of Darkness. Both are FPSs, and both are coming soon via GOAT Store...but they really couldn't be further apart in terms of aesthetics and narrative. The Dreamcast Junkyard really wanted to know more about what makes Isotope tick, and so we got together with founder and lead programmer Coraline Annis to discuss the exciting projects currently under way and due for release in the near future.

DCJY: Hi Coraline, thanks for taking the time to talk to us. Could you give a little bit of background to Isotope SoftWorks and TDG Mods? Who are you and how did you form as a developer?

Coraline Annis: My name is Coraline Annis (Corbin) and I’m the founder and lead programmer for Isotope SoftWorks. TDGMods stands for “The Doom Gods Mods” and was the name of my first independent mod team that formed Hypertension. The name change was done to move away from the “mod” and “Doom” mindset, and to differentiate that the current team working on Hypertension is completely different from the previous. The TDGMods monikor is only kept on to honor the previous developers throughout the lifetime of the game itself.

I was very small when I figured out I wanted to work on computer games. I got my start through a utility called DeHackED for DOOM, and BUILD for Duke Nukem 3D in my early years. It was awhile before I tried bigger things, but I got my start pretty much like everyone else in the 90’s industry. Determination led to the formation of TDGMods in high school, and many failed projects later, we are where we are today. Isotope SoftWorks is the ultimate culmination of all of our hard work to get where we are now, and believe me, it was very hard and complicated. None of this was started with a plan, we just kept rolling with it until we had enough to say “Hey, check us out!”
Hypertension features some impressive lighting effects
If you notice, historically, we have always presented our games with actual media, and not a bunch of concept art or babbling to a camera. In the end, I think that’s why people still believe in us, because we have never been big on ‘talk now, show concept art later’ - it’s always like, here’s in-engine material, suck on that! Haha!

And, despite my formal name being Corbin, I underwent a transition and now go by Coraline, but you’ll see my legal name accredited simply because it seems to confuse a lot of people or they don’t have the maturity to show respect towards me. I’ve never really addressed that part of myself publicly in detail, so there might be a time when I will, but for now it’s not important. I’m still the same person that’s worked on these things all these years anyway. Just prettier ;)
Isotope SoftWorks' new logo.