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Imagine if the Lorax was a cute boxy robot, whose friends are a Shuttle and a sick Planet. That's the premiss of McDROID, a cute yet challenging mix of old-school arcade shooter and modern RTS with robots, critters, mutation, giant talking lasers, 60s rock and strawberries.
Release Date: Aug 15, 2014
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Version 1.31

June 20th, 2014

Summer Sales are upon us! Yay! Frenzy!
So imagine releasing McDROID during the last days, that would be bad.
So we're postponing but this time I'll put "summer" instead of a date so that you folks don't get that jarring feeling.

A lot has happened since the last update so here is what we've been up to so far:

  • All lines of dialogues now have my voice as temp and I did casting with actors. I replaced some parts with their voices but our testers don't like them so we keep at it. In fact I may extend the casting to the gaming community, maybe some of you would like to have their voice in a game?
  • New sounds: dSonic is now redoing most of the sounds of McDROID, we're keeping the cute fun stuff, like the sneezing and other gross Lobber Monster sound, but a few monsters, lasers and walk is redone and now synched up, which doesn't seem like much but is a huge deal. The game really feels anchored in its reality. For example the angry worm now sounds wormier and angrier, the repair sounds like clockwork, it's very very cool.
  • We've had so many problems with UI that I've decided one day to tear it out, some will remain: the HUD, some buttons, but most of it is now replaced by 3D objects. So you have this wooden post sign with electric wires sticking out and a mechanical button bolted to the side, the button opens when you click on the sign and the camera zooms in so you can see what it says, it can be static information like an image or some text or interactive data. Those sign are scattered around the levels to provide help, but also serve as level selector.
  • The level selector UI is gone, I hated it, clunky ugly, so I made a 3D level instead, with those signs. Signs are cool because they scatter the information in a very organic manner, like the Mario games. And in fact, because we have persistence, you can re-decorate your level selector. Plus the planet is in the middle, which grows trees as you heal her. Finally I hid a few goodies in the selector.
  • The research UI is also gone, it was ugly, so now it's a laboratory level where you can "shop" for tech, and persistence here as well so you can decorate, we'll eventually expend on the idea of persistent levels, in updates after release, which should be this year ;).
    Here is what it looks like: Video
  • I added an armored safe, so you're like a burglar in Payday and crack those with your weapons. They are very very tough and contain lots of goodies.
  • The title screen always bothered me but I never knew why. Then I this graphics designer from Australia, Dan, who showed me the Picmin box art and suggested I separate the buttons and title from the background action in a similar way. I did it, it's animated and cute, I like it.
  • 2 weekends ago I went to the Muir Woods with a friend and these tall vertical structures, the redwood trees, looked so peaceful and majestic that I wanted them in McDROID. The could have replaced the pine trees but I wanted dynamic elements, I wanted to grow trees in the game, because that was the initial vision, a tree-planting robot, so I turned the fertilizer into a majestic redwood and ... you'll see how they grow, it's really nice.
  • Monsters now leave remains but that was too gruesome, at the end of a level you ended up with 100s of carcasses on the ground, and all that geometry was bogging the game down so now when you pick up the soul (aka score orb) the carcass disappears. After all, you're not on your planet to kill things, but to liberate them from Somanto's mutations (gotta love rationalization).
  • Big monsters carcasses can be mine for loot, it's a bit grim, but fun.
  • The Angry worms, which is the one with the fur, was way too tough, and it wasn't satisfying to play because your lasers seemed ineffective, so I made them weaker, still their bite is super deadly.
  • For some reason co-op kept getting new bugs, that's fixed, and one of them was bogging down the game in later levels, fixed too.
  • Performance is slightly improved due to extended use of LOD. I even LODed the landscape.
  • Steam leaderboard

The quality of the game has somehow taken a quantum leap so we will have something very special when it is released.

Bye for now and have a good Sumer Sale!

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McDROID is being Half Life

April 25th, 2014

Did someone want to release McDROID in May? M'yeah clearly someone deluded.

In pure Elefantopia style, a new idea sprouted then we ran with it, because it was just too awesome. I'll show you what it is soonish, I think you'll love us for it.

Sound is doing amazingly well and the game feels much much better.
A couple of sound designers did tests to show how it would improve the game and that convinced so we are in the process of hiring a sound person. In the meantime McDROID walk is now synched and the sound changes based on the amount of bliss (harsh rock, sand, grass). Our droid is nicely anchored and at least 75% more lovable. Music is less in your face, replaced by Ambient when there are no monsters (Idea courtesy of Simon from dSynch).

On the voice front, miracles are happening, I was introduced by my buddy David (Smoke Report) to his good friend Jacob (Share House art commune), who walks life being awesome. Thanks to him, casting starts next week. Really looking forward to that because working with actors is fun and super creative, and you don't need to wait for compile. I'll keep you posted and maybe even take some video of the casting session.

There were tons of co-op bugs and they are being squashed mightily.

So yeah you would have hated McDROID if we had released it in May. I'll tentatively set the release date to the end of June, so cross all the fingers, pray and other good luck charm voodoo thing, we can use some of that.

6 comments Read more

About the Game

McDROID and his friend SHUTTLE crash land on their way home to planet M. The entire surface is crawling with mutated bugs and the Planet no longer speaks - She is very ill. Build, defend and outwit critters on your way to heal your Planet's cores with the help of your research mini-lab, your upgrades and your pet bots. And don't let these giant strawberries rot.

A fast-paced, tough as nails Arcade Tower Defense, McDROID will challenge both your trigger finger and your wits as you multitask like a robotic spider-doggy: running, shooting, building your base, controlling, healing, harvesting, repairing, planting, upgrading and researching - all at the same time.

Defend your shuttle against a variety of crazed alien species as they mutate, corrupt the ground or even turn your crops against you. Load up on guns, bring up to 3 friends and take the battle to the enemy. If it gets too crazy, turtle up behind your defensive perimeter and assume direct control of the turrets.

  • Space age cartoon shading.
  • Unique graphics.
  • Research new upgrades and weapons. Do you focus on improving your lasers first or branch out into bliss engine as you climb through the research trees?
  • Drop in/Drop out Co-Op: if you're overwhelmed in single campaign, have some robot-buddies join you.
  • Persistent base building: Complete a level on Normal and you can play on in Challenge and Nightmare modes. Your base and economy will carry over but will have to withstand much deadlier attacks!
  • Harvest the only sensible resource of the future: Unfeasibly large strawberries.
  • Cloud saving lets take your progress with you between computers
  • Achievements awarded for tasks ranging from tricky to insane.
  • Customize your McDROID with a choice of decals and colors.

System Requirements

    • OS: XP
    • Processor: core 2 duo
    • Memory: 2048 MB RAM
    • Graphics: nvidia 660 Ti
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Hard Drive: 1024 MB available space
    • OS: 7
    • Processor: i7
    • Memory: 4096 MB RAM
    • Graphics: nvidia 7800 GT
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Hard Drive: 1024 MB available space
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