Devlog 11

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Work continues. The major update of the past few weeks has been a commerce system. You can now build a selection of shops, set prices and order new stock. Commuters spawn with a job that falls under 9 sectors, and this influences what they want to buy and how much they will pay for different […]

Devlog 10

Refuse management room

So we’ve been working hard on Overcrowd since the last update. I’ve been focusing mainly on system things, things such as the ability to actually save the station you have built, as well as run the game in different windows and resolutions. I’ve also added a random terrain generator so that when you start up […]

Dev Log 9

I promised in the reddit group I would give an update this week, so here’s a low down. Basically, Overcrowd development is full steam ahead. I haven’t been posting so much media or blogs the past 3 months because I’ve been really focused on updating the core engine. There’s been plenty of progress on the […]

Devlog 8

A station in Overcrowd

Well it’s been a few months so I figured it’s probably time for an update! What’s been happening? In short – a lot! Essentially I have kind of rewritten the game. Based on some choice feedback both from steam and other play testers – Overcrowd has “crossed the rubicon” and become a full on multi-level-station-building, […]

Greenlight Post-Mortem

Open23

After a frenzy of emailing, tweeting and generally begging everyone I could think of for PR coverage, Overcrowd: A Commute ‘Em Up has passed through Stream Greenlight. Overall, it took 7 days which I understand is quite a good thing, though not as amazing as it may once have been considered. Overcrowd garnered a pretty […]

Devlog 7

Open38

It’s been a 3 year long journey that has got me here. Blood. Sweat. Tears. Laughter. Pain. Horror. More Pain. Additional Sweat. Yes, all of these I have experienced in the course of developing Overcrowd: A Commuter ‘Em Up. But now it’s reached the point that I’m happy to start showing what I’ve got, and […]

Wordy Noun: The name of the game

Lets start with the obvious: Flappy Bird. Then there’s Crossy Road. Before that we had Candy Crush and, the originator, Angry Bird. Notice a pattern? Of course you do. It seems every mobile smash has to have a title that is precisely three syllables long, and preferably with the form word + ‘ y ‘ + noun.

Little update

Recent screen shot of Overcrowd (A Commute ‘Em Up). Need to get a page for these (click read more to see)

Devlog 6 – Menu, Events, Audio and more

In the past few months of radio silence I’m happy to report I’ve made huge progress on Overcrowd. Let’s take a closer look: 1. I’ve been focusing firstly on the menu and starting screen so that there is a consistent frame work for the game to sit in. This has come a long way and […]

Devlog 5

So I’ve made a fair amount of progress in different areas since my last update. In a slog to try and push the game towards a releasable state I decided to tear myself away from tweaking the core game loop and focus on the menu and look and feel. As with a lot of the […]

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