Indie Development Tag Archive

The Road Map Post Steam Greenlight

547

Written by:

It’s been a rewarding journey so far, and our team feels very confident about the core features of the game. Now we’re pushing ahead toward the REALLY fun part! Soon we’ll focus on progression, balance, and bringing super weapons and upgrades online. During this process we’ll be integrating the game onto the Steamworks platform.

greenlight-approved

Communication from our team was light this summer as we worked hard to prototype enemy AI, weapons, camera angles, and player physics. In addition, we’ve extended our flow node capabilities in the Autodesk Stingray Engine to give us the ability to quickly generate enemy attack patterns. We now have a solid foundation from which to design the game’s progression.

We have also been discussing level design and boss battles. Railgun will incorporate a Gradius III style approach in which the player has to battle through transforming phases during Boss Fights to move on. Each phase will require a different strategy and introduce a new weapon and behavior to beat.

boss-fight-concept-art

With a successful Steam Greenlight campaign under our belts, our team is ready to take Railgun to the next level.  Your support through this process is tangible proof that all our hard work this past summer has paid off.  We have a clear road map as to what needs to be done next, and we plan to provide regular updates to keep you up to speed on our journey.  In September’s update, we’ll cover progression, balance, art, and more.  As always, your feedback continues to be incredibly valuable to our team.  Remember to sign up for the Closed Beta Early Access and check out the public trello board for detailed progress updates.     

Keep Reading

Philosophy on design progression & balance.

878

Written by:

 

I’m working as the associate Game Designer on Railgun, an action shooter for Windows PC, built using Lua scripting and Flow Visual Scripting in Autodesk Stingray. Levels and some of the game play systems are my forte, here’s how I go about designing things:


Bottom-Up Balance

unnamedCompanies such as Blizzard typically start their design balancing from the bottom-up. Starcraft was made by first balancing the starting worker and warrior characters: Terran Marines, Zerg Zerglings, and Protoss Zealots are fine-tuned with each other before other units hit development. I apply similar principles to the evaluation of Railgun’s systems in these ways:

  • If the base weapon and unit are not fun, we have a problem.
  • If a new weapon or ability isn’t fun with the base unit, we have a problem.
  • If a new unit isn’t fun with the base weapon, we have a problem.

These tenets make it easy to develop scenarios for different aspects of the game. Though there can be exceptions (after close analysis), generally removing ambiguity simplifies the testing process and the communication that needs to happen with other members of the team (i.e. explaining design philosophy).

100 of a unit, the weapon choice for the player, and leaving everything else the same further allows for standard algorithms to be generated in predicting the outcomes of play (more on this below). Repeated tests can refine prediction variables, but they get designers working with something decently accurate to the final outcome quickly.

Continue Reading

Keep Reading

Welcome to Railgun!

600

Written by:

Welcome to Railgun!

Keep Reading

Alpha development update #3

442

Written by:

   Hello City Residents!

We have a lot to share regarding what’s happened in the world of Railgun over the past few months! The team has been working extra hard staying on track with the high level overview of our goals for this year. Our current trajectory allows us to release a public beta and alpha, as well as a finished product, by the end of 2016. We’ll have more information on these releases in the near future, so be sure to follow us on IndieDB, Twitter, and Facebook.

Exciting News!

We’ve conquered GameACon! With roughly fifty indie games on display, this year’s show presented some very stiff and excellent competition. The crowd was pleased with the progress on Railgun, and the judges were too! We took home the “Game of the Year” award for 2015! Our team was thrilled to receive this honor and would like to thank everyone involved in making this year’s convention happen. Continue Reading

Keep Reading

Alpha development update #2

410

Written by:

   DESIGN

The design team has been hard at work making improvements and adjustments to the newly implemented wave system. In other words, we’ve got aliens! Extraterrestrial bombers hover above the city during later waves and drop explosives on the track, the Railgun, and everything else in sight. In conjunction with this new threat, we’ve made the blink attack operational so that it now deals damage to enemies through which the Railgun “blinks”. We’ve also added visual and audio cues that let the player know when and where the track has been destroyed.

ART
In addition to aliens, we now have boats! Our ever-evolving city continues to come alive with the application of animated assets. As terror rains down from above, boats come in and out of the harbor creating a sense of urgency and escape We’ve also begun to create a network of roads that weave through the city. Our pFX designer is currently working his magic on an environmental sandstorm effect and the comets that come streaming out of the sky. Lastly, we’ve updated the appearance of the drone tank and added texture to the guns.

TECH
The tech team is making final tweaks to each weapon planned for the launch of the demo. We’ve implemented a new energy system that requires the player to recharge weapons and strategically cycle through their cache. We’ve also increased the size of the UI so it’s easier for players to quickly check health and energy status. Continue Reading

Keep Reading

Alpha development update #1

344

Written by:

   Booting up and going live!

Welcome to the first of many updates for our upcoming game. We have lots of exciting news to share, and we look forward to taking you along for the ride as we push toward the launch of our prototype demo at this year’s GameaCon in Atlantic City.

DESIGN

The design team has made significant progress toward implementing an enemy wave system. As players advance through the game, meteors fall in greater number and in more challenging patterns. We’ve also begun prototyping comets and alien ships, the first of several additional proposed enemies, for increased difficulty in later stages.

ART

The in-game city is, quite literally, “under construction”. The art team has modeled the majority of the large structures and are adjusting the scale accordingly. The next steps will be to start modeling the filler assets such as light posts, garbage bins, storage containers, etc. In addition, our lead artist has begun work on the new design for the Railgun. We now have a meaner, much more aggressive, totally bad ass drone tank for players to pilot.

With the models for the city and the Railgun well underway, the art team’s primary focus over the past week was particle effects. From smoke to sparks, Luke, our pFX designer, has been hard at work adding and tweaking atmospheric ground fog, intermediary clouds, track destruction, and the Railgun’s boost effect.

Perhaps one of our most exciting updates is that Tom Wright has joined the team to assist in bringing the city’s 3D environment to life. Tom is an experienced creative who’s worked on titles such as Battlefield 4, Call of Duty: Ghosts, The Last of Us, and a host of films including Green Lantern and The Golden Compass. His initial charge is to implement a new skybox and begin testing different spectrum’s of light in our game’s evolving environment.

TECH

The tech team has weapons on the brain. Most recently, we put the finishing touches on the Continue Reading

Keep Reading