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Games W.I.P Thread

  • Sjonsson
  • August 29, 2014 at 12:08 PM
  • clankill3r
    • December 16, 2014 at 1:01 PM
    • #81
    Quote from TheOnlyDoubleF

    And here's our little trailer!


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    Looks cool! The only thing I didn't like is that there is not a single failed attempt in the video.

  • Vinneri
    • December 17, 2014 at 2:50 PM
    • #82
    Quote from clankill3r

    Looks cool! The only thing I didn't like is that there is not a single failed attempt in the video.

    Oh yes, there is! 0:45 twice!

  • TheOnlyDoubleF
    • December 23, 2014 at 11:22 AM
    • #83

    ULTRAFLOW is now available for FREE on Android! Merry Christmas! ahah


    https://play.google.com/store/apps/det…m.DSS.ULTRAFLOW


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  • Sjonsson
    • December 23, 2014 at 11:27 AM
    • #84
    Quote from TheOnlyDoubleF

    ULTRAFLOW is now available for FREE on Android! Merry Christmas! ahah

    Fuuuck yeaaah, you rock! Merry Christmas mate!

  • Nakroma
    • December 23, 2014 at 12:55 PM
    • #85
    Quote from TheOnlyDoubleF

    ULTRAFLOW is now available for FREE on Android! Merry Christmas! ahah


    https://play.google.com/store/apps/det…m.DSS.ULTRAFLOW


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    Downloading it right now.


    Edit: Seems pretty fun, stuck on lvl 13 right now

  • Juxtapo
    • December 26, 2014 at 2:32 AM
    • #86
    Quote from TheOnlyDoubleF

    ULTRAFLOW is now available for FREE on Android! Merry Christmas! ahah


    https://play.google.com/store/apps/det…m.DSS.ULTRAFLOW


    Pretty awesome game! The atmosphere is really nice and it feels like a really solid game. Only real "issue" i found is a few of the levels felt like I was just flinging the ball waiting to get lucky. Also, a level editor would be a great addition if you're up for it!

  • Vaya
    • December 29, 2014 at 2:21 PM
    • #87
    Quote from TheOnlyDoubleF

    ULTRAFLOW is now available for FREE on Android! Merry Christmas! ahah

    *bins windows phone*

  • TheOnlyDoubleF
    • December 29, 2014 at 2:26 PM
    • #88
    Quote from Vaya

    *bins windows phone*

    Yeah we can't make a build for only 10 people.

  • Pampers
    • January 11, 2015 at 6:16 PM
    • #89

    After waiting for some updates to the Unreal engine, I could finaly start adding the basics for a server browser. Pretty new to any menu related stuff, so just placeholder stuffs for now, but the basics work!

    [Blocked Image: http://i.imgur.com/7XmbRoe.png]

  • Sjonsson
    • January 12, 2015 at 9:25 AM
    • #90

    Nice going Pampers!

  • Pampers
    • January 17, 2015 at 12:44 AM
    • #91

    I need a few plebs with hamachi for testing. PM me

  • Pampers
    • January 18, 2015 at 6:55 PM
    • #92

    Vinneri was kind enough to help me do some testing and I now have a long list of stuff to fix but all the basic stuff works, so really happy with that.


    some pics and video:


    [Blocked Image: http://i.imgur.com/F9mLHQW.jpg]


    [Blocked Image: http://i.imgur.com/J3eIJXc.jpg]


    [Blocked Image: http://i.imgur.com/JYIWsOy.jpg]


    [Blocked Image: http://i.imgur.com/hJWoI2F.jpg]


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    edit: PM me if you want to help test

  • Pampers
    • January 20, 2015 at 12:03 AM
    • #93

    More testing today, trying out more power-ups


    a rocket got stuck in the shower

    [Blocked Image: http://i.imgur.com/mKwlsvU.jpg]


    we had a cornerflag fight!

    [Blocked Image: http://i.imgur.com/YO80QKV.jpg]


    I lost

    [Blocked Image: http://i.imgur.com/J9spsyt.jpg]

  • Sjonsson
    • January 20, 2015 at 9:09 AM
    • #94

    Been slacking off to post here recently but here we go!

    Devlog Update #10 – Teamwork!


    This is our tenth Devlog post, ain’t that a thrill! As usual we are working like rabid animals to get more stuff into the game and here goes our latest recap.

    The Tenth Steam Concept Video!


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    Gameplay!

    The biggest change we did in terms of gameplay is the addition of Teambased Gameplay! That said we now have two game modes for the game, FFA Deathmatch and Team Deathmatch. We are not sure how many game modes we will end up with but we are for sure willing to explore the lands of different game modes. As you might have imagined this addition pretty much turned the current balance of the game upside-down, but don’t you worry! We will put big efforts into balancing and testing in the future.

    [Blocked Image: http://www.frogsong-studios.com/wp-content/uploads/2015/01/SpellswornHeartSteam.png]

    Steam Integration

    As our team values playability and availability we decided to finally integrate the game with Steam. Currently it’s very basic and you still have to connect to eachother via the console and shows your steam name. More integration features coming soon!

    What’s more?

    We are closing in on our second run at Ubisoft Massive’s testlab and this time we are going to have external testers and be there as observers, pretty much the most exciting event so far. We are also delving the depths of different grants we are to apply for, everything to keep us going!


    We are going to have a test run this Friday, if anyone is interested to have a go with us, send me a PM!

  • Vilham
    • January 20, 2015 at 2:20 PM
    • #95

    My main criticism would be that it doesn't look visceral enough, the pacing seems quite slow which atleast the trailer suggests you don't want it to feel.

  • Pampers
    • January 20, 2015 at 3:20 PM
    • #96

    think the characters should pop out of the environment a bit more

  • Vilham
    • January 20, 2015 at 3:28 PM
    • #97

    "pop" "visceral" "gritty" buzzwords of the day!

  • Sjonsson
    • January 21, 2015 at 1:59 PM
    • #98
    Quote from Vilham

    My main criticism would be that it doesn't look visceral enough, the pacing seems quite slow which atleast the trailer suggests you don't want it to feel.

    To be honest I dun even know what visceral means in this context! Please elaborate!

    And about the pacing, from I spectators view I totally see how the pacing seems slow and maybe some think it would be slow in-game too. The problem is though the game is a lot about dodging and responding to enemy spells and projectile where a part of the problem lies in the movement speed. If the movementspeed would be increased, so would the projectile speeds which then results in a lot smaller timeframes for counter-actions.

    I do think we could increase the general speed overall a bit but nonetheless it might be hard to balance.

    Another solution we thought about is just upping the playspeed in the trailer, though that is quite dishonest and might upset some players.


    Quote from Pampers

    think the characters should pop out of the environment a bit more

    You're totally right, I'll give that a mention.


    Also, thanks for replying guys!

  • Vilham
    • January 21, 2015 at 3:06 PM
    • #99

    One of the reasons is the lack of gameplay sound, having low levels of gameplay sound in your trailer massively helps, its one of the key aspects of any game, it would be interesting to see a video of it with the actual sound. Another thing is the particle effects appear a bit lackluster, this is reinforced by the height of the camera, the majority of your screen has not much going on. Not sure if it works in your case as you appear to have a camera that can be freely moved but minor screen shake. General things that give feedback to the players.


    Maybe that isn't what the game is going for. But the high tempo of the music in the trailer sure makes it feel like it's meant to be. Here is an example of something that certain feels like every hit and move has a bit more impact.


    http://store.steampowered.com/app/261180/

  • Sjonsson
    • January 22, 2015 at 5:01 PM
    • #100
    Quote from Vilham

    One of the reasons is the lack of gameplay sound, having low levels of gameplay sound in your trailer massively helps, its one of the key aspects of any game, it would be interesting to see a video of it with the actual sound. Another thing is the particle effects appear a bit lackluster, this is reinforced by the height of the camera, the majority of your screen has not much going on. Not sure if it works in your case as you appear to have a camera that can be freely moved but minor screen shake. General things that give feedback to the players.


    Maybe that isn't what the game is going for. But the high tempo of the music in the trailer sure makes it feel like it's meant to be. Here is an example of something that certain feels like every hit and move has a bit more impact.


    http://store.steampowered.com/app/261180/

    Yepp, I haven't reflected all too much about the trailer but I think you're right. I will see to it that we add in-game sounds for the next trailer. The whole deal with the camera height is very complex and I've been vouching strongly for limiting the camera height to a closer distance, though the team insists that you lose too much gameplay readability if there are things happening off-screen. My side of it is that the problem with things happening off-screen isn't as big as they think it is (as it is not a problem in StarCraft 2, Dota, LoL etc.) I do agree that due to our long range spells there is some problematique, but not big enough to counter-weight the other disadvantages. We're in a state where everyone agrees it's a "personal preference" and thus hard to decide on.

    We do have some screenshakes in the game but I think they are only present if you are the player who get's hit by a spell.

    Now I've heard the music tempo vs game pacing enough times to actually put some weight into it. The problem is it's really hard to find fitting and royalty free trailer music. We do have a composer but he's really busy as it is right now and we need to put him on sound effects asap so we're not gonna get new music resources some time soon. Doesn't change the point you're making though, we have to do something about it.

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