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Dev Log

Using coroutines for level progression in Unity

I've recently been bringing Plurum's level direction up-to-scratch, and I've learnt a lot about C Sharp's Coroutines and their usefulness for orchestrating long-duration flows. Flows like, I dunno, the waves of an awesome tower defense game? The problem I'll take you through the things I've found, but for now let's

Jack Preston on 13 Jul 2016

State of Plurum address #4

Some big progress has been made on the game since my last update. Let's go through it. Art Last time I mentioned that I was working on souping up the art assets for the game's prologue / demo battles. This has come a long way in the meantime. Let's start with

Jack Preston on 01 Jul 2016

How to write a concept art brief

Having just published the new landscape and enemy concept art, I thought it might be useful for other burgeoning game devs out there if I outline how we went about writing our concept art brief. press1 is pretty much Jack working full time on the code and game assets, and

Kate Preston on 24 Jun 2016

Skissus

If you're still reeling from seeing the game's ferocious enemies and want more Plurum concept art action, have I got the update for you. The brilliant artist Erel Maatita worked with us on a landscape from the Plurum universe. Without further ado, I give you Skissus. Skissus is a planet

Jack Preston on 17 Jun 2016

Introducing the enemy

You may have seen on our Twitter that we've recently been working with some fantastic artists on a few pieces of concept art. Today I'm excited to reveal three of the enemies that you'll face as you progress through the Plurum campaign. We worked with the fantastic concept artist Meggy

Kate Preston on 16 Jun 2016
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