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Posts By John Drawdy

Latest Posts | By John Drawdy
Orcs Must Die: Weapons List
14 years ago

Orcs Must Die: Weapons List

By  •  Guides

Weapons

Crossbow – An automatic, infinite ammo crossbow. When the cursor is green, the bolt will fly in a straight line, hold the trigger down for a massive increase in …
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Orcs Must Die!: Runner’s Alley (level 5)
14 years ago

Orcs Must Die!: Runner’s Alley (level 5)

By  •  Guides

New weapon

Archer Guardian – When placed can be faced in any direction, but ultimately the Archer Guardian will turn to shoot anything within range. Careful, they have health …
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Orcs Must Die!: The Baths (level 4)

By  •  Guides

New weapon

Wind Belt – Main attack pushes a group of enemies back up and over short railings or even blockades placed by the player. Alternate attack grabs an enemy …
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Orcs Must Die!: The Hallway (level 1)
14 years ago

Orcs Must Die!: The Hallway (level 1)

By  •  Guides

Enemies

Orc Warrior

Weapons

BladeStaff Spike Trap Tar Trap

General survival guide

  • Spikes, spikes, spikes
  • Use the crossbow alternate fire to straggle orcs and allow more time for traps …
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Orcs Must Die!: The Corner (level 3)
14 years ago

Orcs Must Die!: The Corner (level 3)

By  •  Guides

New trap

Boom Barrel – Blows up after taking damage, doing massive damage in a radius around it.

Enemies

Orc Warriors Crossbow Orc

General survival skills

Orcs Must Die!: The Fork (level 2)
14 years ago

Orcs Must Die!: The Fork (level 2)

By  •  Guides

New trap

Arrow Wall

Enemies

Orc Warrior

General survival skills

  • Use spikes heavily, they will both slow down and damage the orcs
  • Build one size extra heavy and one …
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Interview with Phoenix Games
14 years ago

Interview with Phoenix Games

By  •  Interviews

Tell us a little bit about yourself/company/team?
We are small team of four members located in Nis, Serbia. Our team was born during our college days (computer science college). After few student projects we realized we share the same passion for playing and making games. We are here to bring high quality games to the players by pushing our knowledge to the limits. Because we are small team, we all share jobs of programming, modeling, animation, music etc. Our goal is to become professionals in game development industry. We are currently “bedroom” studio with no funds and we are planning to change that in future.

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Interview with Emoks and Eric, the conductors for Train Frontier Express
14 years ago

Interview with Emoks and Eric, the conductors for Train Frontier Express

By  •  Interviews

Tell us a little bit about yourself/company/team?

Emoks: We’re a duo; Eric has done all the coding and particles effects for the game, and I worked on the art. We’ve both worked on traditional games for the mainstream market, but had always wanted to try making something on our own and out-of-the-norm.

What made you decide to use the XBLIG platform for your game?

Emoks: It’s accessibility to the console market is what’s drawn me to XNA and XBLIG. Throughout the development process having that Xbox controller in my hands has been a good feeling (D-pad aside), knowing that console readiness was already there.

Eric: If you have a small game with less risk, then XBLIG can make sense as a platform and is a great way to get a game on a console quickly. I had reservations with XNA, since it’s limited to Microsoft platforms. It’s proven a blessing and a curse.

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Interview with Alex Jordan, the mind behind Cute Things Dying Violently
14 years ago

Interview with Alex Jordan, the mind behind Cute Things Dying Violently

By  •  Interviews

Tell us a little bit about yourself/company/team?
ApathyWorks is me, Alex “AlejandroDaJ” Jordan, a 27 year old who lives in Washington, DC and works for the U.S. Department of Labor. I started programming and doing level design in elementary school, graduated to modding, and eventually hit the ground running with indie game design with XNA in early 2009. Cute Things Dying Violently will be my second title for Xbox Live Indie Games.

While I certainly enjoy helping out workers and the unemployed at the Labor Department, my real passion lies with game design and writing, and some day I hope to do it for a living. Although it’s currently just a hobby of mine, the “apathy” in my studio title is a complete misnomer that hides my desire to create worlds and experiences and to share them with others.
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Interview with Alejandro Gonzalez of Milkstone Studios
14 years ago

Interview with Alejandro Gonzalez of Milkstone Studios

By  •  Interviews

Tell us a little bit about yourself/company/team?
We are an indie game development company created in Asturias, Spain, and have released many successful titles on Xbox Live Indie Games. Our games feature polished gameplay and high production values.

What made you decide to use the XBLIG platform for your game?
Our first game, Little Racers, was a hobby project that we did on our free time. We chose XBLIG because there were very few options to market an independent game on a non-mobile device and it was easier to develop on a closed platform as the Xbox 360. After the unexpected success of the game, we just kept releasing games on that platform. We’ve tried other platforms in the past, but there’s no magical platform yet.

What was the biggest hurdle in getting this game finished?
Usually our biggest hurdle is to cut somewhere and polish everything. The only exception has been Raventhorne, were we had a tight deadline so we ended up cutting before we intended.

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