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Posted

Spellsworn - Devblog Post #3 is live!

Here is our third blogpost! We are sorry we did not make it to post last friday but alas you will get it today instead and a video on Friday (19th of September.)

The past week the coders have worked more on the foundation of Spellsworn and yet not much visible to show, currently they are working on a lobby-system and GUI. There will hopefully be a lot more to show in terms of functionality in the coming video.
 

Art extravaganza!

In comparison the artists tend to do things that are easier to observe, not to mention the first version of our main menu backdrop. You may be familiar with the Warcraft 3 games and that’s where we took a lot of inspiration from. Below you can see both the photoshop-mockup and the current in-engine version.

MainMenuMockup.jpgMainMenuWIP.jpg
Another backdrop that’s in the making is the Lobby before the game starts, we figured we wanted to do something more interesting than just photos and textboxes! Here is the photoshop-mockup for the Lobby.

LobbyMockup.jpg
There have also been some work invested in Spell targeting decals, to make targeting easier for the players. In this picture you can see the decals for Blink (to the left) and the Fireball (to the right.) 

SpellDecals.jpg

 

What’s more?

We have an amazing announcment to make, now we are legally a company, Frogsong Studios AB is now our official name! (AB is an acronym for limited company in swedish.) Furthermore, we plan to launch our Kickstarter as soon as possible. Our campaign target period start coincides pretty well with Kickstarters recent announcement of opening up to nordic banks.

This Tuesday (September 16th) we are going to have a meeting with a media incubator called MINC who may give us free office space if they take us in for their incubation programme. We hope very much to get into their programme as direct, eye-to-eye contact, works a lot better than offsite communication which we are dealing with now. Yet another meeting will take place this Thursday with the CEO of Ubisoft Massive, namely David Polfeldt, who will take a look at Spellsworn and give us some directions and what not.

It is also time to mention http://www.playstar.se/, a gaming organization hosting servers for a variety of games. These fantastic bunch of people are to give us a hand in the future and support us with hosting the game servers, we hope to have a long-lasting, mutually beneficial collaboration. We cannot express how happy we are to have this opportunity. 

All in all, things are going well and we are surely getting there!

 

What’s next?

In Fridays upcoming video there will be more player-on-player action. Also, the first draft of music and sound effects will be for up for show, stay tuned! As mentioned before we will start the external testing soon, care to join? Send us a mail! (Or post here.)

 

Posted (edited)

Spellsworn - Devblog Post #3 is live!
The amount of blogposts we have now are almost longer than we can count (4). These last two weeks have been extremely eventful, we have sorted up our directions and improved our management. Since we made a post about some of our endeavours last week this post will be a little bit shorter than usual.

Now to the fun part! We have released our fourth Steam Concept Video!


 

Orbital Art!

In terms of visuals the biggest change of Spellsworn is undoubtedly our newly added spell: Meteor Strike!

 

MeteorStrike.jpg


In addition to the spells we also implemented decals for spellcasting.

SpellDecal.jpg

We have also added some rocky boundaries to the map!

Boundary.jpg
 

Except for that the artists have worked continously on GUI-elements, post-processing, improvements in the Magma-shader et cetera.

 

What’s more?

In terms of management and future plans this week have pretty much flipped all of it upside down, but in a good fashion! Like we mentioned in our last post we had a meeting with David Polfeldt who told us a great deal of things, we learned a lot! Polfeldt really thought we should look into finding and investor and connected us with a couple of really useful contacts. That said we decided to postpone our plans with Kickstarter and not launch it this year, what happens 2015 may be a different story.

We have also made a roadmap for the project and we have decided that the 31st of October is the day when we are to have our so called MVP (Minimum-Viable-Product), a verticle slice of the game where all primary functions and features are implemented, including animations, sounds and music.

A lot of changes are going on but hey, that’s what game development is all about! Iteration, no matter if it’s plans or games! 

 

What’s next?

In the next video, October 3rd, there will hopefully be a full implementation of the GUI. We know we promised sounds and music but that will have to wait until next video too. As mentioned before we will start the external testing soon, care to join? Send a mail to frogsongstudios@gmail.com or post here!

Edited by Sjonsson
  • 2 weeks later...
Posted

That should work already, in theory :) I don't have access to the router where I live so I can open the ports needed for hosting a server online, so I've only tested it locally with some people at work. But, when the time is ready, I'm sure someone here could help me do some hosting =)

Posted

Here's a little Puzzle Game I'm working on: 

 

 

 

It got a little bit put on hold during the Whitebox Challenge but now I'm excited to take it up again. Made with unity and C# with the goal to become a better scripter. No built in physics are used so movement, collisions and gravity is all coded.

 

The goal is to get all four cubes to the goal. It's controlled by holding down the corresponding button to the cubes color. Also possible to move multiple cubes at the same time.

It's preferably controlled with a gamepad, but keyboard is also possible. I put a simple 3D mesh of a controller on the screen so it would be simpler to understand how the game worked.

 

The levels shown might be a bit advanced, I'll make some simpler starter levels later.

 

Please tell me what you think. :)

 

Posted

Yeah I'm thinking about it. I'll need to try some different ideas on how to control it on a touch screen though. I'm thinking toggle the colors by clicking the cubes (brighten up active) and then have the player choosing by on screen "thumbstick" or tilting.

Posted

Here's a little Puzzle Game I'm working on: 

 

Please tell me what you think. :)

I really I like the concept and controls, they're really cool. I would only make it easier to spot the "game mechanisms" that trigger the platforms etc (maybe a different color or symbol?), and maybe think if it is possible to make different themes in order to create levels that differ not only in difficulty but also in aesthetics.

 

Looks promising!

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