RAW Development Blog
This week’s Screenshot Saturday is just a buildup to a horrible eventuality… like a big red button.

This week’s Screenshot Saturday is just a buildup to a horrible eventuality… like a big red button.

Want to meet part of the Detour team?

Seth Paxton, the lead artist for Detour Games, will be at IndieCade East this Saturday at the Museum of the Moving Image in NY. If you would like to have a face-to-face chat drop a line on twitter @SethPaxton

Screenshot Sunday once again! This is one is from the 3rd world in RAW - and don’t forget to check out the new RAWdio Contest Submissions here

Screenshot Sunday once again! This is one is from the 3rd world in RAW - and don’t forget to check out the new RAWdio Contest Submissions here

We at Detour Games are developing our latest independent video game, RAW, and we need audio! RAW is a 2D, action side-scroller that tells the story of a cyborg juggernaut finding his true purpose in a strange, new war-torn world. He will blast, smash, and dash his way through a comic that stretches six epic chapters!
Here’s where we need you! We are a small, indie team and we don’t have a dedicated sound guy. Instead, we are going to crowdsource all the in-game music and sound effects by offering prizes for submissions. From absolute amateurs to industry veterans, everyone is welcome to participate! All the information, including terms and conditions, general guidelines, and how to submit audio, can be found here.
The contest will go from October 10th until December 2nd, and afterwards we will be hosting public polls to help decide the winners. All serious submissions (whether chosen or not) will earn their creator a free copy of the game once it is released. What are you waiting for? The contest ends December 2nd so get started now!

We at Detour Games are developing our latest independent video game, RAW, and we need audio! RAW is a 2D, action side-scroller that tells the story of a cyborg juggernaut finding his true purpose in a strange, new war-torn world. He will blast, smash, and dash his way through a comic that stretches six epic chapters!

Here’s where we need you! We are a small, indie team and we don’t have a dedicated sound guy. Instead, we are going to crowdsource all the in-game music and sound effects by offering prizes for submissions. From absolute amateurs to industry veterans, everyone is welcome to participate! All the information, including terms and conditions, general guidelines, and how to submit audio, can be found here.

The contest will go from October 10th until December 2nd, and afterwards we will be hosting public polls to help decide the winners. All serious submissions (whether chosen or not) will earn their creator a free copy of the game once it is released. What are you waiting for? The contest ends December 2nd so get started now!

NavBot gets an upgrade!

NavBot gets an upgrade!

More big news! We’re proud to announce that RAW will be cross-paltform! It will be published on Android and desktop (PC) and possibly for the web with HTML5. We’re very excited for the possibilities that this opens up for us and for the game! Now, enjoy a VERY low quality video of RAW running on desktop.

A screenshot from what we have so far - if this were creation we would be at day 2, moving into day 3. 
And like all promises we intend to break- videos will be coming… soon.

A screenshot from what we have so far - if this were creation we would be at day 2, moving into day 3. 

And like all promises we intend to break- videos will be coming… soon.

Our Website is now Live!

Go to http://www.detour-games.com and see all of our cool stuff! We’re also incorporating our Twitter & Tumblr feeds! Get to know us and what we’re all about, as well as what we’re working on.

Don’t worry! We’ll still be updating our social media (facebook & twitter and such) but you can always get a better feel for a company by what their website looks like… 

and ours is loooking goooooooooood.

I have begun implementing the tile system that will make up the levels in RAW. This picture uses random, solid color place-holder tiles, but they are the same size as the real ones will be.I am currently doing an OpenGL draw call for each tile (about 375) which is NOT how you’re supposed to do it. Lol, this (temporarily) dropped my frame rate down from the max possible for my device (53fps) to about 13fps. I’ll be batching draw calls and improving things soon, but I just wanted to share this neat, meaningless picture.

I have begun implementing the tile system that will make up the levels in RAW. This picture uses random, solid color place-holder tiles, but they are the same size as the real ones will be.

I am currently doing an OpenGL draw call for each tile (about 375) which is NOT how you’re supposed to do it. Lol, this (temporarily) dropped my frame rate down from the max possible for my device (53fps) to about 13fps. I’ll be batching draw calls and improving things soon, but I just wanted to share this neat, meaningless picture.