In the early stages of DIG, we were using Macromedia’s Director. The game was set up for dual monitors. You blast thru the ground or ceiling, depending on which screen you're in, to escape your opponents. During development, we started running into crazy issues that limited game play. Sometimes the game wouldn't load at all!

While at Otakon in 2006 we got surprisingly positive feedback which equipped us with renewed energy and inspiration. We decided to continue with the project and eventually took it to the next level.

We purchased a copy of Torque and began another journey. This set us back a while since we all lacked experience and knowledge in Tourque programming and development.

We decided to start from scratch. We redesigned all the characters, the stage layouts, and even the way it was going to be played.

 
 
 
 
 
 
 
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