Hello fellow programmers, designers, and hardcore gamers. I just wanted to get on here and make a really short V-Blog about our new video game, Grim.
Grim is a Gothic first person action shooter that puts the player into the role of a man, named Russ, who possesses some of the powers from the Grim Reaper during a zombie apocalypse, controlled under a horrifying evil cult, in a wintry setting. With countless hours of enjoyment and easy to pick up controls, the main purpose of Grim was to make a game that was action packed and fun to come back to at anytime. We spent a lot of time polishing the controls. One thing I personally absolutely hate about some games is the control scheme or how the movement acts. In our game, the movement is fast, very smooth, and feels very natural. We wanted to give a sensation that the player is in control of a complete bad-bum blowing up zombie heads and punishing with hatred against the horrid cult.
Many would notice right away that this is our first attempt into AAA territory in gaming and that is very true. We do have a couple of games that we made in the past, some are released, but others are collecting dust in an external hard drive. Since we do have experience in developing games, we wanted to take on a challenge and actually create a feature length game, and that idea soon evolved into Grim.
We spent many months in the planning stages of Grim because we wanted to develop this game efficiently, correctly, and we wanted to get the closest experience of working behind the scenes of a professional game design studio. Not only this, but we also wanted to create the documentation for fresh blood joining in on our project and for sweet memories. So far, creating this documentation has been great for us because we have something to rely on while we develop. It reminds us where we are going for the style of Grim and keeps us locked into that style. Although it can be unhealthy thinking dark and inhumane thoughts, but we will give whatever it takes to make this game.
On the development side, we are exploring the Leadwerks engine's capabilities in the Art pipeline and programming. So far, we have a lot of work left for us to go still. Just like any indie video game developer would say about a release date, "when it is done".
We currently have a website (www.grimthegame.com) that explains the first part of the story of Grim so far. We will release more info as we develop this exciting new action shooter, Grim, coming from our sick and twisted minds that is, Toxin Games.
CEO of Toxin Games & Lead Developer of Grim