After last weeks road trip, we are back in full swing. Not much to publicly announce so enjoy the GIFs below.
With the boss game design under wraps, we've started programming in a boss!
Decided to work on one of the many bosses in the game next to have something big in our trailer. Note that these are still bought assets and we may or may not change the model and animations after getting an alpha version of the game ready. Let us know what you think!
We've tested the game with a few people outside the dev team and got some good feedback. We're still sifting through it so not much to right here. Please let us know if you have any feedback!
Pretty much working on the boss. Erick is working on finishing the RobotCreep shown off in last week's post. Jeremy is still working on some financial stuff and writing up a contract for a new dev that we'll be on-boarding this week will have to do some stuff there too.
After getting these things down. We should be nearly done with the base features of the first world. We are internally discussing what our focus next should be, quality and debugging or quantity and new features. Of course we want the final product to have both, but this is more of a question of which should we prioritize and work on next. At the moment the base game play is in place, and while it does provide unique mechanics, I feel like I really want to show the exciting and different ideas we have planned by showing of a plethora of features. As of right now, the game is really short, so working on new features is a must. At the same time, we value quality of the game. We know how the devil is in the details and filling these small gaps with smooth battle transitions, enemy teleportation, particle effects, etc. go a long way. So let's open this up to everyone. Which do you think is more important to tackle first? Note that this isn't which should we do and which we should ignore, we will do both, but we'd like to know your thoughts on what we should prioritize.
That's about it, can't wait to hear from you guys. Peace.
This weekend I'm off on a roadtrip so this dev update should be short, I'll try to get home and get some pictures of our progress, otherwise this will be text heavy with not many pictures.
Not too much. We've squashed a bunch of bugs and we've written out the current design specs of the first set of enemies. In fact one is already almost out of the pipeline! Meet our little SpiderBot (not final name):
It uses bread-first search algorithms to find the player and run at him with it. It has low HP but keep spawning unless you destroy its fabrication bay.
Didn't have that many big feedbacks so I'm going to go through a few quickly:
Remember that SpiderBot I mentioned in New Stuff above? Well let's just say that the SpiderBot is closely linked to the boss of this first world we're making. So we did the SpiderBot to test and jump forward in progress to the boss. This is not to say that there is only like 4 enemies in the first world just that we feel that showing off a boss would be pretty cool for you guys and the Kickstarter in the works.
The big next step is we're trying to make a trailer and Kickstarter video. May need to take a little bit time off development to become a cinematic director...
And that's it! Sorry for the short one this week currently writing this from a car on the road (don't worry, I'm not driving). As always I look forward to hearing back from you guys so please leave any feedback or suggestions you may have.
Hello! Francisco here, though most of you met me as ClearlyNotBruceWayne on Reddit last week. We've decided to start a weekly update blog. On here we'll post everything that is new, feedback from last week, what we're working on now, etc. It won't always be me. Hopefully I can get others on the team writing as well.
We have a working title!
CYCOM: Cybernet Combat is our current title for the game. Took us hours of debate, but this name both fits the play-style we want to encourage and fits in well within our game's lore. Hope you guys like it as much as we do!
Teleport Movement vs. Smooth Translate Movement
One of the more prevalent comments made in our first post was a general concern of the movement shown in first post's GIFs. Most commented that the teleport looked jarring and some said that the world looked like the world was moving and not the player. We did a teleport approach instead of translation due to nausea concerns and testing out teleport did not leave a jarring feeling as much as conveyed in the GIF. Maybe it's because when you're playing, the act of pressing the D-Pad and wanting to move fills in the gaps in your brain of what is going on. I dunno.
Regardless, we do agree that smooth translations would be better if we can get that to work without the nauseating side effects. The original effect was going to be a fade-out-and-fade-in effect during the teleport move to mediate the sharp movement. However, if translation works, it would allow players to not be blind for half a second which would be a plus. Thus our current plan of action is to test out the smooth translate. Unfortunately, GIFs didn't have high enough FPS to be noticeable if recorded, but we did test it out and we'll soon record a video. Hopefully that will be a better example of smooth translation.
As of right now the effect is not as nauseating as previously thought, however it still feels off. Prolonged use of this movement can lead to nausea. However this movement did not take into account three things:
This will take a little bit more of development time, so we will work on it when we are done with the current dev tasks.
So far we've only shown one enemy and a few cards. Hopefully we will sprinkle new information about these cards throughout this blog. We currently have 2 enemies and 15 cards. We feel that the current 15 cards are good enough for a 40 card default deck so we're mostly working right now on debugging these cards and any other glaring issues.
In addition, Jeremy is working on getting Kickstarter up and running. Now, it's important to note that this Kickstarter isn't about finishing the game. In fact, its goal will be very low. We've gotten a lot of requests to try out the game so we've started talking about what the best way of handing out alpha demos of the game would be. So we decided to start garnering a community and put it on Steam. The Kickstarter will only cover the costs associated with putting an alpha on Steam. This way we can get people testing and playing the game. We'd then start taking community feedback to have a better foundation to which to finish the game. That being said, one of the reward tiers will give you access to all further updates of the game for free. So hopefully you guys can help us out in making the game that both the community and the team wants.
That leaves us to what's next. Obviously 2 enemies is not going to cut it, so we've started game design on the next 3 enemies that will be available in the alpha. This includes, of course, a boss. ;)
Thanks for your continued support.
One of the things that was asked about the loading/drawing cards mechanic for the game. Instead of writing all out I made a short video about it:
So why make it this way? There are a few reasons:
1. It simplifies the control scheme.
As of right now, there are only 2 buttons and 1 D-Pad on each controller. Our design philosophy is that if you are in the heat of a battle, you will not want too much fumbling with your controls to get the right card you want.
2. It creates restrictions.
Opposed to popular belief, restrictions are good. It's what drives players to have to strategize new techniques. Deciding during the load step which cards you want and the order add a new level of complexity that we feel will make the game more fun.
3. It adds a level of bluff play.
Say you see your opponent keeps shooting their default buster shot but keep they're other hand hidden away. An observant player can see this and think they probably have something good in that hand, I'll make sure to avoid him whenever that arm comes up. On the other hand, the opponent could have nothing, and is just making sure the other player thinks that is happening. These plays and counters makes dueling engaging and fun.
4. It adds a game mechanic that is only producible in VR games.
There's a reason why you can only activate two cards at the same time. It's because you have two hands, simple as that. Having each hand have a "secret" power adds a really cool and importance to each hand. If we were to make these in a non-VR game these would probably be controlled by left and right trigger, but then the aiming complex interplay between cards is lost since you can only shoot in one direction.
And that's about it. I'd like to here what you guys think, either on Reddit or down below. I'm eagerly awaiting your suggestions and feedback.
Note: This post was originally posted on the Vive subreddit. I've posted it here to have all the info in one place.
Started making VR games a few months ago with a few of my colleagues. We've been working on a project inspired by the MegaMan: Battle Network series. We've seen games that are pretty much trading card games with holograms a la Yu-Gi-Oh the animated series, and there's a bunch of fighting and shooting VR games out there, so we went for something in the middle, which we don't think we've seen much of (please reply if you do have an example of this :D).
Here's an album of how the game is coming along: http://imgur.com/mjCdy3j
Jeremy - Producer