By Jamie Finch, posted 29th April 2016
For the last few weeks, the team have been busy working hard on this brand new challenge mode that will be coming your way in the not-too-distant future. TerraTech Gauntlet was unveiled on the Twitch stage at PAX East recently, and will be playable for the first time at Insomnia Scotland this weekend. Attendees will be able to jump on one of the 32 computers running the game – face the Gauntlet! – and then post their scores to the LAN leaderboard in order to make their ghost data available for all other players to race against.
By Jamie Finch, posted 14th April 2016
At Payload we're really excited about 3D printing. REALLY excited! We've always wanted TerraTech players to be able to have their own physical models of their favourite Techs, but until recently this wasn't really practical, as the cost of manufacturing individual small figures in plastic or metal was just too high.
However, with the arrival of 3D printing, it's now possible to manufacture individual models in all sorts of different materials at a much lower cost. Perfect for TerraTech players! The challenge for us though is to find a way to integrate this into the game.
By Jamie Finch, posted 22nd March 2016
Game conventions are a big part of what makes Payload Studios what it is. Starting way back in the Leftfield area at EGX Rezzed in March 2014 – we've always tried to bring new things to the shows to entice players into trying something a little different with TerraTech. We love coming up with new ways to show off TerraTech to fresh audiences.
It was only a matter of time until this kind of thing got a bit out of hand...
By Jamie Finch, posted 7th March 2016
Hi guys! We have just got back from an awesome couple of days at the very first PC Gamer Weekender at The Old Truman Brewery in London.
We arrived on the Friday and began setting up our shared booth with our good friends Chucklefish.
We also had a lot of help from the guys at Chillblast Gaming PCs - who kindly provided all 9 computers that we needed to show off the games.
Since getting back after Christmas, Chris (the Lead Coder) and I have been trying out some new Skydome VFX. Many months ago we switched the game over to having a day and night cycle but in the process we lost a lot of detail in the sky. The old skydome used a 2D cube map with planets and clouds in it but with the sky changing color dynamically this was no longer possible so everything went away except for the sun.
Hi guys! So it's been a very busy start to 2016 for us...but now the new website is up and running - we can resume the Dev Diary goodness! Here is what we got up to in January.
One awesome thing that happened this January was TerraTech being in the first wave of Games In Development released over at GOG.com!
For a long time, we've wanted to create an easier way to generate and transform Techs in game, and Block Painting is just that. It's a simple menu, sort of similar to the shop UI you in the main game, and in this blog post, I'm going to show you how to use it.
Currently this feature is available as a work-in-progress, only in our R&D Test Chamber, but we hope to graduate it to the main game in the coming weeks!
We've taken TerraTech to a lot of events over the last two years. Trust us, a LOT. Showing the game to players is one of the best things we do and we always love meeting friends and fans, old and new.
Last weekend we trekked up to Birmingham to take on Insomnia 56 – the UK's biggest gaming festival. Insomnia is always one of our favourite shows and this one was the biggest and best to date. Inspired by their larger new venue and expanded programme, we also took the opportunity to do something a little different too.