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Development Update #4

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Just like that, November has come and gone, but not before the team accomplished a number of our production goals.  We attended GameACon in Atlantic City for the second year in a row, and once again we had a great showing. Railgun lived up to its addictively challenging reputation.  There was a lot of buzz around our booth, and the team received loads of constructive feedback.  In addition, we met a bunch of awesome people and made friends with other developers who are creating really cool indie games.  Be sure to check out the photos on our social media feeds.  Now, on with the development update…

  1. Our enemies are organizing…

Jonah, our lead programmer, is designing a system of levels to control the chaos that surrounds the player in game. Utilizing custom variables in the Stingray Flow Nodes, Jonah prototypes different enemy patterns which we combine to develop packages and create the game’s devilishly fun and challenging levels.

  1. Our game play has leveled up…

Using Jonah’s enemy patterns, the design team is carefully crafting levels 1-10. We’re aiming to give players a smooth introduction to the game. The first few rounds will establish mechanics, weapons, and enemy types while later levels will become increasingly difficult and more frantic. We’re also testing each enemy pattern with various weapon types to lay the groundwork for player strategy.  Best of all, we’ve started incorporating Achievements into the game play.          

  1. Our drone tank is slick and handles like a dream…  

The tech and design teams are working closely to perfect the physics of the game. We are constantly testing different speeds and tweaking friction and gravity in an effort to keep the Railgun’s movements responsive and accurate. We recently slowed the UI to aid in switching weapons on the fly.  These crisp new controls carry over to menu navigation as Jonah has built in compatibility with Xbox controllers.

  1. Our city is lookin’ damn good…

The modeling team has left no detail untouched.  They’re currently creating filler assets for the city including trash bins, solar panels, broken bridges, devastated buildings, boats, and more. Best of all, this environment is interactive!  Buildings crumble, windows shatter, and citizens respond the Railgun’s distress.  One such city asset, the Eco System’s Crane, is modeled, textured, animated, and ready for AI so that it can deliver power-ups to the player in game.

  1. Our bosses are even more boss…

The design team has taken a new approach to the enemy bosses. Boss battles will play a huge role in game play.  As players progress, each new boss will require strategies and weapons acquired from previous stages to defeat. Design is currently developing a new boss to test this system and monitor the production and development requirements needed to finish up to ten unique battles.  Zheng, our amazing concept artist, has been sketching some unbelievable, high-level ideas for boss ships.

Up next for the team is MAGFest in National Harbor, MD on January 5th. Nick, our producer, has been hard at work generating banners, title screens, package screens, and all other assets we’ll need to take the festival by storm.  Be sure to check us out if you’re there!  

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The Road Map Post Steam Greenlight

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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.     

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