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Posted

Here comes our sixth blogpost! Just like mentioned in the last post there's been a lot of meetings and descision making going on. But of course we worked on the game too!
 

Hot Art!

As usual we start out with some splendid art - first out is Anders! What you are seeing is the pre-match lobby where each player in the lobby have an Acolyte each with corresponding team color. If you have customized your equipment this is where you will be the best place to showcase all your awesome cosmetics.


LobbyScene_Tiny.jpg
 

Next up is the new Lava Shader Jonathan is working on. Before you say 'Where's the stones?! Where's the statues?!' - calm down! They will still be in the game, this picture is just to showcase the blending between the lava and solid ground, beautiful isn't it?



dynamicShader.jpg

If there are any of you readers out there who find Node-networks interesting, this picture shows how the Lava Shader is built using Unreal Engine 4's fantastic material editor - pretty advanced stuff! Click the picture to enlarge it and get rid of the blurred text.



dynamicShader_nodeNetwork-680x1024.jpg



The programmers have been working their buttocks off just as usual and they are still focusing on getting all the core elements for the game in their. As of right now they are working on getting a server list going so it's easier for anyone to just take the game and play, as soon as we have that we will start grabbing each one and you who's interested, sit down together with you and play the game. Listen to what you have to say and take it all into consideration.

 

 

What's more?

Last week we got the green light for free office space at a place called Minc which is a media incubator. They have opened their arms to us and let us be a part of their Start-up Lab where we can get free flexible office space, coffee and wifi for at least 6 months. How awesome is that? There have also been a lot of research and writing done as we soon need a solid budget and a presentation of our project. This Tuesday I (Stefan) will have a meeting with Sten Selander, a very experienced game industry business and start-up person, who will give us advice and directions. I am also having a breakfast meeting with Olle Lunddahl from another Malmö based company named Red Grim, who also said yes to give us his views. As you might have noticed I am focusing a lot on getting in contact with other people in the industry to get hold of usable knowledge. The step after that is harnessing that knowledge and do something good with it, which undoubtedly is the hardest one.



Lastly we want to say that we will no longer promise to post a post every friday. It is still our aim to do so but we never-ever want to dissapoint you and therefore we decided it should be this way. We hope you understand! Much love for reading these!

 

WarMageDetail03-1024x233.jpg

Here's a bonus picture! An old concept art picture for the initial design of the Acolyte.


 

pillar_archon_roughText-300x300.jpg
What's next?

Soon you will get the sixth video update, October 17th that is! Just as we said there will be music and sound effects as well as more GUI and gameplay polish. We still need more testers! If you want to join the tester list Send us a mail! (or post in the reply section.)


Thanks for reading all this! :D

/ Stefan


 

Posted

hey guys, 

 

It's time to show tje world what I'm working on here.

 

s5HfKWG.jpg

 

 

So, Ultraflow is a mobile game. The main gameplay mecanic is to throw a ball in a hole. Very simple, right ? It's so simple that it allows me and my mates to do every that comes to our heads. You have a limited number of bounces to complete each levels. No score. No timer. The only challenge is your smoothness.

 

Here some gifs

 

401970e3d99b8407ca375d4583b9db55.gif

 

d64b031e7eac571758612ea3cc067038.gif

 

e105cc7d65808f7a003a133424a288fe.gif

 

21dee71c78c7601e8bb8789919b3c89c.gif

 

 

The game will have about a hundred levels and a procedural mode. 

 

We plan to launch the game at the end of november, first on Android. We don't know yet if it will be a premium or a freemium game, so if you guys have some advice about that, let's talk. Same thing if you have some tricks for marketing.

 

Oh and the UI is just some dev stuff of course it'll disappear.  

 

AND we'll add some colors too. 

 

So, share your thoughts!

Posted (edited)

Friend suggested I would post this here:

 

Branding.png

https://www.youtube.com/watch?v=TxlUfbnZOho

43t.jpg 42t.jpg

From Earth is a science fiction first person game where the player, taking on the role of Zenaida Liu, lands on an alien planet that has never been visited by humans before. Pursued by the planet's government, she must find her partner Anthony Yaremov and continue her mission. With little resources of their own, they have to rely on alien technology and their communication skills to survive.

The player has two options. Either she can fight her way through, attracting the ire of the alien government, or she can try and seek a peaceful resolution. Whichever path she chooses, she will have to learn as much as possible about the alien technology and its creators if she wants to survive.

There has been a big focus on developing the interaction system, which allows the player to communicate with the aliens, including learning their language. The development team has spent a lot of time working on the alien AI, trying to make them feel alive. The player also has climbing abilities, which can come in useful if the player needs to run away from a fight. But if the player no longer feels like running away, she can always fight back.

From Earth is being developed by a very small team of dedicated and long time Source Engine modders.

You can read more at: http://hlssmod.net/

Edited by Au-heppa
Posted

Hey, we are launching a week of test on monday for Ultraflow to get some feedback from players to polish the levels that we have right now (and we have some analytics). All the levels are not done yet and the procedural mode neither but we want to polish what we have as we will release the game pretty soon. 

 

So, Android people, if you want to try the game and help us a bit, send me a MP and i'll give you an access to the build. 

  • 2 weeks later...
Posted (edited)
We have been quiet for quite some time now and we have been saving up for a good ol' post with lots of pictures.
 
 
 
Art overload!
The arena has gone through a lot of changes in terms of lighting as seen in the picture below. Currently the readability of the game has been decresed but this is something we will fix shortly, ending up with a much prettier game with a strong readability. As seen the magma shader have been reworked again, this time not because we weren't happy with the visual results but a technical restriction of Unreal Engine 4 which is to be implemented at a later stage, we noticed the last shader sadly caused the game to crash.
 
 
MapOverview20141112.jpg
 
There have always been plans for the decorations of the level and it is not until now the artists have been going at it with continous focus. There are still more things to come and adjustments to make but here is the first take.
DecoratedRock201411121.jpg
 
DinoDecoration20141112.jpg
 
WellGreenLighted20141112.jpg
 
Except for changes in decoration we have also rehauled some of the spell effects, for one; the Fireball! 
 
FireballEffect20141112.jpg
 
 
Anders have been trying out additional body types for the Acolytes and here are the results!<br>
 
AcolyteBody04.jpg
BodyTypesConcept01.jpg
 
The menus have also been rehauled, just look at it! The first picture is of the lobby, currently each player will show up in a corresponding spot and in the future this will be a place to show off all the fantastic (cosmetic) equipment you have!
 
Lobby20141113.jpg
 
The main menu is so far very basic and currently you can browse online servers, host and join. In the future we aim to have a statistics tab, a leaderboard and other kinds of cool functionality.
 
MainMenu20141113.jpg
 
 
The programmers have been working long and hard on a great deal of things such as making and fixing bugs. Jokes aside, they did make some great work, for one they have started implementing the Spell Shop that appears in between each match round. They also finished (for the time being) working on the Server Lists along with the Host and Join functions. What's missing now is the so called Master Server where we handle all players wanting to login to the game, yes that means you'll all have logins! (No, that does't mean it won't be seamlessly integrated with Steam.)
 
What's more?
Meeting-wise it has been calmer than prior weeks as we have focused hard on the production but most likely that will change once we got the MVP (minimum viable product) up and running. We are still in a wild discussion about Free-2-Play versus Pay-2-Play business model for the game as well as whether we should aim to get an investor or publisher for the game (not the company, we aim to always stay independent.)
 
Next friday we will be revealing something really big. Biggest reveal yet for sure! Stay tuned, stay magical!
 
Wanna join in for testing some time? Just post here or send a PM! :)
 
/ Stefan
Edited by Sjonsson
  • 3 weeks later...

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