Tea ‘n’ Cake



So Unity are still looking at the Xbox bug. It’s driving us up the wall but there isn’t much we can do until the kind folk manage to figure out whatever the issue is.

We haven’t been doing nothing though. While waiting for that little bug to be fixed we have created an entirely new game mode. In this mode the player (or players if you wanna die with a friend) take on 1 or more enemy bases in a bid to survive. Chantelle of course created the A.I. to be brutal and unforgiving, so don’t expect an easy ride here. You’ll have to fight tooth and nail for any victory you get on the harder difficulties.

What is also really cool is that we got another set of physical cards made up, as well as some promotional ones we’ll be giving away at EGX this year. Might help if we also print out a rules leaflet so that it’s very easy to follow setting up the game, but 1 thing at a time. What am I talking about we never do one thing at a time.


Work progresses on the updated Krucer Parallax Demo. The front end will likely be very similar to the original from the users perspective, but the whole thing is a remake, and once you start flying the ships around you should notice that it all feels sooooo much nicer. If you don’t notice it’s probably just that you were having too much fun to care. You should if nothing else notice that the ships now have homing missiles. These are now working correctly thanks to, or perhaps in despite of, Aaron.


Again, as always, there was a lot more testing, by all of us, on all of our projects. Aaron has been a good boy and has been testing everything that he breaks and then usually managing to fix it, or occasionally just deleting it all and doing it again until it works. He even discovered a few amazingly convoluted bugs that Josh made previously, and possibly deliberately. We could give him a chance to explain himself but instead we’re going to jump straight to murder once more.


Justice has been served. This week in our boardgaming adventures we discovered two things of interest. The first is that at least one of the scenarios of Betrayal at House on the Hill is like a crap version of Snakes and Ladders, except without the ladders, and the dice only go from 0 to 2 maximum. That description does little to convey how dull the scenario was. It is a cool game conceptually, but the mechanics let it down somewhat. Victory or defeat has very, very little to do with player choices. Everyone is really just along for the ride. Secondly, we discovered Yo kai at the local pound shop. That was much better than expected, and a bit weird. For more exciting tales and fails, follow us on social media via TwitterFacebook, and Youtube. Bye for now.


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Another Week, Another Obscure Bug.


To be fair, it’s possibly the same obscure bug, or at least a related obscure bug. Regardless, or irregardless if you prefer, it’s annoying. Someone at unity should be looking into the bug, but they were on holiday so that doesn’t really help things right now. We’re doing the best we can to work around it, but someone, somewhere out there will find it and Microsoft aren’t going to let that slide. Hopefully next week will be the week we crack it. By ‘we’ I of course mean Chantelle.

I should also introduce Aaaaaaaaaron, or possibly just Aaron, depending on how much of a hipster he’s feeling that day. He’s a coder, and does code type things, mostly focusing on missiles that look like chickens and ducks. Aaron looks like this…


As has been the theme of late, there has been a fair amount of admin to get through also.  Some of this has been dull as dishwater, but for a dramatic change a few items were actually interesting to do, and satisfying to have done. The first of these is that we got another couple of decks of Dead Exit printed out. Can’t show you these until they actually arrive so I’ll move on. The second was preparing the backing for our EGX stand. Depending on the printer and a few other issues we may have to change these but currently it looks like the image at the top of this post, except much, much bigger. I did also manage to get the KTC bridge officer UV mapped but with 3DCoat that isn’t a huge task and took less than a day. Here’s a montage that looks interesting but will make very little sense to most of you.


There was obviously a lot more testing, and a few tweaks to the text on cards so that they have the same word patterns as the others. We even went crazy and changed a couple of character’s names because apparently, Wetherby doesn’t sound hispanic enough for some people. That’s about everything for this week. WAIT! Nope. I knew we had forgotten something. Josh is still alive so we have to do something about that.


Much better! Ok. that is everything I’m going to talk about for now. Until next week you should come and hang out with us on social media. You now, TwitterFacebook, and Youtube. Bye for now.

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Birthday Special!


This week in August is the birthday week. The company has had it’s 7th birthday this week. Not sure if it feels longer than that or shorter than that, but it definitely doesn’t feel like exactly 7 years. Maybe RadiationBurn was born way back in the fall of 2009 when Rew and myself created Newton Vs the Horde to win that Microsoft competition. Maybe RadiationBurn was really born more recently in August 2014 when we released BOOMBA! and Chantelle and I separated off from GoGo Robot to make The Living Dungeon.

Does it really matter? Probably not. It’s been a long hard road full of highs and lows, and admittedly I’m personally always on a low at this time of year and it feels like I’m wading through setting concrete. I should probably be more positive since we are so close to getting Dead Exit out on Xbox and we already know it’s a really good game. Soon after that we should have it ready for PS4, and maybe we’ll go wild and do a windows store 10 version too. I honestly don’t know. It’s just difficult to appreciate all that potential right now with everything that is needing to be done. Instead, I’ll console myself with finding another way to kill Josh.


Another thing that has plagued my week is the amount of time I lost to getting my boiler fixed. What was supposed to be an easy job ended up taking more than two months to get started and then four days to be properly fixed. At least I think it’s properly fixed now. We’ll need to wait and see. I think mostly it’s just that I struggle with the period soon before a game releases, and the period before a project begins. It might also be that I just miss having Chantelle around to help out. She’s off having fun (hopefully) because it’s also her birthday this week. So with any luck she’ll be fully refreshed and ready to take on the world next week.

Ben has been doing some testing this week to hopefully make Chantelle’s task of finding the last bugs a bit easier, the downside however is that he can only get it to happen on the Xbox which just isn’t as easy to debug on.

Beyond that Ben also got a new batch of physical Dead Exit cards uploaded so we can make another prototype batch. These are always really cool and it’s nice to compare each batch with the previous ones to see how it has evolved over time.

When I haven’t been trying to get my boiler fixed I also managed to get the Retopo of the Krucer Parallax bridge officer done. At least for one variation which is all we need right now. Still need to UV map and give it a texture, and then I need to UV map and texture the actual bridge, but one small task at a time is how we get anything done. So that’s what is going to happen. For everything else until next week, follow us on social media including TwitterFacebook, and Youtube. Bye for now.


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A little Break.

Admittedly, last week got very frustrating trying to get Dead Exit into cert on the Xbox for testing. We didn’t pass the submission process this time, but we doubted we would since it was the first try. Thankfully Microsoft did find a bug that we wouldn’t want the game to release with so it isn’t […]

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Wild Goose Chase X

That title might sound like a wacky anime but it’s misleading. This week has been both dull and frustrating. We spent the vast majority of this week tracking down a bug. Chantelle especially has been doing rinse and repeat trying to fix an Xbox bug that the vast majority of people will never come across, […]

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The Texas Trail of Survival

Texas trail is Dead! Long Live Survival! By long live I’m hoping 8 weeks. That is the maximum game length in survival and it’s tough. Thankfully those 8 weeks are virtual so it doesn’t take the player 8 meatspace weeks to complete. The undead are also virtual so they don’t eat you either, and the […]

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Feature Creep

This week has mostly been about feature creep. That is perhaps a strange thing to think about given that the first version of Dead Exit has already been released to the public, but it’s safe to say that feature creep has been the biggest feature of Dead Exit’s development. Dead Exit was originally never supposed […]

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Another Scattershot Week

There has been one singular significant thing happening this week, and that is the continuation of Chantelle’s epic destruction and rebuilding of, The Living Dungeon. The second, significant thing has been a new layer of polish being added to Dead Exit in preparation for the Xbox release. That means new particle effects, some new animations, […]

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Hate Speech!

Most days I love what I do. Passionately love it, in a barely containable might explode if it got any more enjoyable kind of way. It’s challenging, exciting, and I get to learn new stuff all the time. But every so often there is a week like this. The horrendous, torturous, painful underbelly of games […]

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Under Construction Again: The Dev Life.

  Everyone’s an octopus this week. Not literally because computers and water don’t mix well, and also because none of us have the powers of transmogrification… as far as I know. We’ve just been working on a bunch of things all at once is what I mean. The first major thing we’ve been doing is […]

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