Creators of Caveman Craig, Teka Teki, and more.. 

Additional Gametypes in CC2

We are inching closer and closer to release..
It is all resting on me now as the rest of the team have completed essentially everything they need to complete. Tim will soon begin working on some marketing type material which is separate from the game itself.

Of the few remaining areas of the game to finish, the ‘additional gametypes’ that you can unlock while progressing through the game is the biggest.

In Caveman Craig 1, there was 1 special gametype; raptor’s revenge. Special Edition introduced “Meteor Dodge” as a 2nd gametype.

Caveman Craig 2 will have 5 additional gametypes, as well as 4 conquest levels and a 5th, special final level. Among the unlockable gametypes are improved versions of meteor dodge and raptor’s revenge, and “Classic” mode – which operates in a similar manner to CC1 and CCSE. The goal of the additional gametypes is to beat your own highscore (or if you have siblings using the same computer, you can compete with their profiles for the best score). Some gametypes will also have a challenge score to beat in order to unlock new XP rewards.

We don’t want to reveal the remaining 2 gametypes or the final level, it’ll ruin the fun! But we can’t wait to show you.


Download the Demo

Receive the demo FREE when you preorder Caveman Craig 2

Receive the demo FREE when you preorder Caveman Craig 2

Excitement is brewing as we come to the final stages of CC2′s production.

I have finished all my graphic work, and can (mostly) put my feet up as Rhys finishes up his programming duties on the game.

The last graphical things I had to make, were a series of icons to represent 22 “achievements” that can be… um… achieved in the game. Here are just a handful to whet your appetite:


December/January’s Etc

Hello all!
It’s been a busy end of year for us, as you know, compiling the demo (now available to those who pre-order) and completing all the prerequisites for that.

Greg & Ricky have completed all their work for the game and now get to sit back and-or move onto other projects. For those who have played the demo, I’m sure you can agree they have done a fantastic job (Greg’s art includes the background scenery and cave design).

It’s down to Tim and I now to finish off the game, and Tim is quickly wrapping the last of his graphical work. As of yesterday, all 35 XP rewards are now completed (though some need to be modified slightly for classic/survival mode) which is a milestone for us. I have been spending the past few days modifying the enemy tribe AI to purchase XP rewards. It’s fun to see them buying veteran hunters or reinforcements when they are in a vulnerable state.

All the levels bar one are now playable although the difficulty still need to be tweaked and tested. One bonus gametype is completed and playable, the others are still in progress.

Sometimes we under-estimate some of our equations. These dinosaurs bred way too fast.

We have a big list of achievements and statistics – these still need to be implemented but the backend code is all ready to go.

Every time I play test, I keep a sticky note with me and write anything that comes to mind – anything from bugs to visual effects ideas and ways to improve the interface. When I’m getting sick of implementing the ‘big picture’ stuff like new gametypes and achievements, I like to just sift through my list and make minor changes to polish and perfect the game.

Soon Tim will begin work on a fresh set of caveman craig merchandise which can be purchased from our zazzle store. We also need to put together some publicity material – trailers and the like.

For those who played the demo – thank you so much for your feedback, please keep it coming! Your ideas, criticisms, and praise will affect the final product! Also, if you do get an error log (it usually opens when the game quits if new errors have been added), don’t hesitate to attach it to an email addressed to rhys (at) paraboxgames (dot) (com) for our ‘analysis’ :)

And what of future projects? CC2′s development is drawing to a close and Parabox Games can’t just ‘stop’ with it. Well, Tim and I always have ideas floating around and it’s just a matter of picking one and going ahead with it. We are still establishing what end of the market to target, and what is going to be the most fun to create (I am of the belief that your best creation tends to also be the most fun to create). The poll results from a few months ago was definitely helpful!

Take care,

Home 2012 January