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Games W.I.P Thread

  • Sjonsson
  • August 29, 2014 at 12:08 PM
  • Pampers
    • February 7, 2015 at 11:13 PM
    • #101

    Got some updates!


    Started adding some sounds and stuff. And now you can run with the ball to some extent, rather then just pushing it around


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    Added a new type of power-up that changes the soccer field into an ice rink, very early atm and barely working placeholder snow material etc, and apologies for the shit recording


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  • Vilham
    • February 8, 2015 at 1:18 AM
    • #102

    this is still awesome

  • Sjonsson
    • February 13, 2015 at 12:42 PM
    • #103

    This is a huge milestone for the project even though we still have a long road to walk to release it.


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    Here's the link to our Greenlight page: http://steamcommunity.com/sharedfiles/fi…/?id=385795837/


    We also lunch our offical webpage for Spellsworn: http://www.spellsworn.com/


    As we assembled our alpha version of the game we decided it was time to take aim at Steam Greenlight and just today we have uploaded our game! This is undoubtedly one of our biggest announcements so far and we are so excited!

    If you want to support our Spellsworn and get it up on Steam for the whole world to enjoy, give us a thumbs up and add us to your favorites!


    Reflections

    Looking back at the latest three weeks there have been a lot of things going on. Ever since our first official alpha-test of the game we have been reworking a lot of things such as the general pacing of the game as well as fixing balancing issues. These tests have been an eye-opener to us and taught us a lot about the game and our target audience. Now aside these amazing tests we had over the internet we also had the game run through the GamesLab belonging to Massive Entertainment – A Ubisoft Studio. As the first developer to set our foot inside the games lab outside of the corporate group that is Ubisoft we were extremely excited and least to say it lived up to the expectations. We actually tested our game in the same place Massives upcoming game The Division have been tested.


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

    The testing facility was divided in three rooms, two with computers for playing and a third room with monitors so we could spectate all players at the same time. (Disaclaimer: I asked if it was fine that I could take this picture.) It started out with two Free-for-All matched and ended with a 2v2v2 with us scribbling down tons of notes, facepalming in despair because things went wrong or players didn’t understand. (We were not allowed to communicate with the players at all.)

    After the testing there was a discussion where we sat in the same room without the test pilots knowing we were the developers, listening to their thoughts and opinions. Forty minutes later the veil was removed and we presented ourselves to the testers for an open discussion. The day ended, we went home and the next monday the test report arrived from the Games Lab. A beautifully compiled .PDF document with 19 pages of gold for us to get our hands on.

    This testing session has taught us so much and we are forever grateful towards Ubisoft Massive for stretching out a big friendly hand. One extra goes out to the Project Manager of Massive GamesLab, Robert Jansson who was the one who made all of it possible! You’re the best! (Does anyone here know him? Think he's been at Massive for quite a while.)


    Gameplay Changes

    Some of all the things we have changed since last devlog post are shown is this video:


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    Many things have been changed after all of these testing sessions and in a brief description what we’ve done is; 1. Decreased the movespeed and projectile speeds of all entities in the game. This is to create bigger timeframes for the players to act in. 2. Overall spell damage have been increased.
    If you want to read even more about the spells in detail we have created a Spells Balance chart which you can checkout HERE! If you have any thoughts on the spells and all numbers involved, feel free to reply or send a mail. We’d be happy to discuss!

    Numbers aside we have also rehauled the Spell Shop. This is how it looks right now and later on you will be able to drag and drop spells when buying them, instead of just clicking.

    [Blocked Image: http://www.frogsong-studios.com/wp-content/uploads/2015/02/Screenshot_Shop.png]


    The future!

    There are a thousand more things we need to add, finetune, and reconsider for the game – sometimes we wish we just had a ‘Make Awesome Game’-button but that’s not the case. Game development is always (like many other things in life) about priorities and we are doing our best to make the right calls and change the things we believe is of most importance right now.

    Without going into too much detail, here are some things you can expect in a foreseeable future:

    • Final size of the arena will shrink to an even smaller size to tighten up the gameplay.
    • An amazing Announcer for killing sprees, Round start et cetera. (Actor to be announced!)
    • Sounds for all spells!
    • More spells accompanied with spell combinations!
    • Custom keybindings.
    • More intuitive Spell Shop.


    If anyone of you Mapcorians read the whole thing or just half or it, or even glanced at it! Thanks for showing interest!

  • Vilham
    • February 13, 2015 at 1:08 PM
    • #104

    Grats. Nice to have some proper none clone games on greenlight.

  • Sjonsson
    • February 13, 2015 at 1:35 PM
    • #105

    Thanks Vilham!

  • Castle
    • February 14, 2015 at 2:31 AM
    • #106

    At this rate, I will be posting screenshots of levels I am making for a FPS I am making.


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    First level I have in mind will be the a futuristic rooftop of a highrise tower.

  • Sjonsson
    • February 17, 2015 at 9:15 AM
    • #107
    Quote from Castle

    At this rate, I will be posting screenshots of levels I am making for a FPS I am making.


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    First level I have in mind will be the a futuristic rooftop of a highrise tower.

    Interesting, so it will revolve a bit around map control vs item farming the same way Quake does it? Sounds exciting!

    I like how precise the guns look, hard to judge without actually playing but anyway!

    How long you've been working on this?

  • Castle
    • February 17, 2015 at 11:12 PM
    • #108
    Quote from Sjonsson

    Interesting, so it will revolve a bit around map control vs item farming the same way Quake does it? Sounds exciting!

    I like how precise the guns look, hard to judge without actually playing but anyway!

    How long you've been working on this?


    This is week 4 right now.

  • Hipshot
    • February 20, 2015 at 4:46 PM
    • #109

    You probably seen that shitty weapon before =)


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  • Castle
    • February 24, 2015 at 3:32 AM
    • #110

    Its now playable! Week 5 you will see some actual level design work in place.


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  • HoMaRt
    • February 25, 2015 at 9:15 PM
    • #111

    Small video showing the basic movements of our student project "Revenge of Trishna".

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    More info about the movements on the devblog


    http://hitsplaytime.fr/revengeoftrish…2/25/movements/


    and our facebook page : https://www.facebook.com/RevengeOfTrishna

    Share the love my friends, and don't forget to comments

  • Pampers
    • March 1, 2015 at 10:24 PM
    • #112

    Ragdolls are finaly working properly for all clients with 4.7, so should be a lot more fun to playtest now. Added a injury system, if you get tackled or you slide into a wall or goal post you may break some bones will tighten up the graphics next

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  • Hipshot
    • March 3, 2015 at 8:24 AM
    • #113
    Quote from HoMaRt

    Small video showing the basic movements of our student project "Revenge of Trishna".


    http


    This looks interesting! When will we be able to test it?

  • HoMaRt
    • March 3, 2015 at 9:33 AM
    • #114
    Quote

    This looks interesting! When will we be able to test it?


    I think we will have a good playable demo early may (i uploaded a youtube vid instead of fb link, more clear )

  • Sjonsson
    • March 5, 2015 at 10:55 AM
    • #115

    So we got a new devlog up and running!

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    Except for the new gameplay stuff we're just about to send in our application for the Unreal Dev Grant. If we get it we will be able to work at least 5 months full-time, how about that?

    Also we're talking to a possible publisher but I won't say any name or if it's likely to happen at all, just that we started a conversation.

  • FMPONE
    • March 5, 2015 at 5:38 PM
    • #116
    Quote from Pericolos0

    I made GI


    [Blocked Image: https://dl.dropboxusercontent.com/u/8058021/fps/wip55.jpg]


    A lot of work has been happening on this, I'm working up to a big announcement


  • FRAG
    • March 5, 2015 at 10:46 PM
    • #117

    In the process of converting a UDK game to UE4 titled Mech Mania.

    Mech Mania is a collection of fun local/online multiplayer mini-games for up to four players (or AI if you just want to solo)

    Here is a map called Train Station that I finished patching up today with 4 bots running around aimlessly.


    [Blocked Image: http://i.imgur.com/Wi54nb5.png]


    Most of the core gamemode stuff is now complete, everything is now either being created or recreated via C++ & BP, but I'm quite happy that it's progressed to the point that I can actually show something from it now.


    P.S


    Not final in-game view, I'm using only a basic camera actor until I complete our camera system.

  • Vinneri
    • March 8, 2015 at 7:27 PM
    • #118
    Quote from HoMaRt

    Small video showing the basic movements of our student project "Revenge of Trishna".

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    More info about the movements on the devblog


    http://hitsplaytime.fr/revengeoftrish…2/25/movements/


    and our facebook page : https://www.facebook.com/RevengeOfTrishna

    Share the love my friends, and don't forget to comments

    Display More

    I want a game with this movement in first person adventure game like "Tale of two brothers". And or first person speedrun game


    Take my wallet


    [Blocked Image: http://pinkie.mylittlefacewhen.com/media/f/img/mlfw3489-124992_-_animated_pinkie_pie_spongebob_Squarepants_take_my_money_wallet.gif]

  • ShockaPop
    • March 10, 2015 at 7:29 AM
    • #119
    Quote from Pericolos0

    ambient skylights:



    finally added support for items that take up multiple world tiles .. this opens up a whole new world of possibilities


    Display More


    That stuff looks so amazing!


    Just the HUD kind of looks odd to me.

  • Pampers
    • March 10, 2015 at 10:18 AM
    • #120

    Will the viewmodel pick up light from the world too?

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