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To build off of Justin’s post directly below, here’s some progress into our atmospheric enhancement! We’re in the process of implementing coloured lighting (as evidenced by the glows around the torches and the crystals). It’s quite amazing how much of an effect this has on the game. If you look at one of the screenshots from a previous post for reference, the game already seems a lot more varied and interesting, visually. It’s an exciting step to take, for sure.

One interesting issue that has presented itself to us of late is having too many elements in the same room, as well as design complications. As we add more and more objects into the game, we have to be very specific as to where they are placed, as well as how they interact with each other and the players. One room with enemies, spikes, a chest and a portal can get really visually confusing and hard to play, so we need to figure out how to properly place things.

We also are going to try out information pop-ups in the shop to help the player understand what the items for purchase are. This way, hopefully new players will be familiarized with the game’s mechanics rapidly, so that they can develop their own strategies quickly.

 

-Chris

Things that happen

Good evemorning everyone!

It’s been a while since I’ve done a real update here. I’ve been super busy, not only with Grabbyhands but with school, work and family. We’ve made a lot of progress though, and I’m hoping that we can launch a small public build within a month or so, just to test out the gameplay. We’ve got a lot of work to do still, but the game is forming nicely and starting to feel really fun.

screenshot101

 

We’ve added too much to bother going over, but I’ll outline the new weapon in the picture above. This is the Missile Pod: it’s a tricky weapon to use and a lot more strategic than something like a sword or knives. Your light attack shoots out a single missile, but if you release your heavy attack you’ll shoot out three lock-ons that will seek out the nearest enemy, with some restrictions. The next time you fire, your missiles will seek out all the locked enemies. It’s hard to use, but it can be very rewarding if you play it well!

A lot of what I’ve been doing lately is bugfixing and optimizing. It’s proving to be a unique challenge that I haven’t had to deal with until this game. Things are working out though, and I’m excited for the future as we fill in the empty bits of the gameplay :)

See you all soon!

 

Chris

Developments!

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Hello Errybody! Let me hit you with a couple of Grabbyhands updates!

Lots has gone on that I haven’t told you because I’m a lazy jerk. I’ll outline some of the big ones for you all :)

-Shops: Randomly generated (not in every match), gives you a choice of 6 items to buy

-Blacksmiths: Randomly generated (less frequently than shops), upgrades the damage of your held weapon for a price

-General zoning and map design: the first template we’re doing is a science facility in an underground cave.

-Elemental weapons: There are 5 possible elements that can be endowed onto your weapons. Fire, Wind, Electricity, Poison and Plasma. Every element has a level between 1 and 3, and can be upgraded at enchanters. More expensive weapons typically have more elements/higher leveled elements.

-Customizeable heads: The framework for character selection and customization.

-Shields: Similar to the Halo regeneration shields, these upgrades gives you a small regenerating… shield. You can increase the power of your shield by collecting additional shield upgrades.

 

As for what we’re working on right now? The next big step for us is a feature we call Technolava. This Technolava will make its appearance around halfway through the match, flowing in from the outer regions of the map to force both players towards the centre. It’s going to be a bitch to code, but once it’s in the game is going to start feeling like an actual game!

See you all real soon!

Chris

 

An Intro: Grabbyhands

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Good morning folks! (Or afternoon or evening or night)

The last post I made was little more than a screenshot of our next project. No information, no clues, no promises. As you can probably see, the game is a fair bit further along now and I’m ready to talk about it a bit. Ladies and gentlemen, meet Project Grabbyhands. Don’t worry, he won’t bite.

What is Grabbyhands? Well, I’m so glad you asked: Grabbyhands is a two-player split-screen dungeon-crawling battle to the death. You and a friend are spawned somewhere in a randomly generated dungeon. You both start off completely equal in stats. You then have a limited amount of time to explore the dungeon, killing enemies, opening chests and so on in order to grow (hopefully) stronger than your enemy. Of course, the only way you’d really know if you were stronger would be to find the other player, and they might be doing the same thing…

Our goal for this game is to create a competitive, crazy and fun game environment. The game is hotseat, so whether you’re playing with controllers or on the same keyboard, it’s going to be up close and personal. There will be elbowing, shoving, and a lot of dirty play. But that’s totally okay. In fact, it’s what we want. We’re designing this game with the intention that it will be as fun as possible. That’s the long and short of it. With previous games we’ve sought after emotional connection and meaningful story. This time around, we want to make you smile. We want to make you laugh and yell and scream. We’re getting there.

I’ll do my best to keep a relatively steady flow of devlogs and updates for this project. Now that it’s in a position where we can actually show it off a little bit, I would love to really help you get to know it a little better! I’ll see you all soon.

 

Chris

 

Ascension Post Mortem (Part 2)

Ohhhhhh God I think I just woke up from a two month coma or something. Sorry for the incredibly long delay, sometimes after you finish a really big project you don’t want to have anything to do with it ever again. I’m happy as a clam that we finished Ascension, but damn did it kill my motivation to make games for a while. ANYWAYS, I’m pretty sure I’m back. I’m going to suck it up and finish this post mortem, and then its on to bigger and better things!

Two months ago I said I was going to spend this part talking about our intentions for the original game. I’m still going to do that, but I also want to tie that into how I feel the game fared after release. I won’t stretch this out into four or five parts, I’m going to finish it here. Y’all ready?

 

Working on Ascension, my biggest goal was to create an immersive horror experience that rivalled some of the big names in the genre. I wanted to play the survival horror game alongside Resident Evil, Silent Hill and Amnesia. We all knew it was going to be tough, if not impossible. We were making a 2D game in a 3D genre. There’s a reason most horror games are in three dimensions: it’s waaaaay easier. When you work in a side-scroller perspective like we did and Lone Survivor did you have to get a bit more creative with your scares. It’s hard to have the player feel the same degree of connection with the player, and as a result sound design and simple scares are less effective. We can’t work as well with basic human paranoia, like “Oh Jesus I heard a sound behind me I should look something might be coming”.

We honestly had no idea what we were getting into when we started working on this game. The amount of design required to BEGIN to form a proper atmosphere is monumental, and it wasn’t something we had any experience in. We just assumed that if you put the player in a dark room with a bunch of monsters, they’re going to feel scared. It doesn’t work that way, not in the slightest.

I’m pretty sure I mentioned in the last part that our original game design focused a lot around enemies. We wanted to flood each area of the map with different types of monsters, and make combat a focal point. You would have a variety of weapons and would have to go on quests to kill the monsters. Looking back on the idea, I can’t help but laugh. For starters, the concept was far too ambitious for a tiny team of 3 highschool students. More importantly, though, we didn’t understand then that over saturation of enemies is a one-way ticket to ruining the atmosphere.

We learned a lot about this when we put out our initial Halloween demo. We watched friends and strangers playing the game and getting bored. The combat was too frequent and too tedious. The enemies didn’t pose much of a threat, and even when they did it was more of an irritation than a fear. We hadn’t tapped into that instinctual fear.

The two or three months following the demo were spent rapidly revising our initial plans, though to be more correct I would say that the rest of the development cycle was spend making revisions. Up until the last few weeks of development we were changing and removing things that were artefacts from long ago.

There’s a lot I can say about the changes we made during that time, but there’s one important change that we didn’t decide on, it simply happened. The game slowly transformed from a survival horror to a psychological horror. We put more and more focus on the main character. We changed him from a blank state to a fleshed out PERSON. We gave him a history, motives and fears. It’s up to you to decide how well we accomplished that, but it was a definite step up from our previous concept. The game stopped being about killing monsters and started being about Atticus.

We let the game take us where it wanted. We didn’t make intensive plans this second time around, we simply worked. One of us would come up with a great idea for a room or an area or an extension of the plot and we’d bring it to life. It was organic, it was fun, and it was free. We weren’t working from some instruction manual, we were flowing. It was during that time that most of our good ideas shone through. Atty started to lose his sanity, not because we designed him to but because that’s where the game took us. A lot of our ideas surprised us as much as it surprised the players. There’s a certain joy in that.

 

Two months and a handful of days after the game finally came out, it’s interesting for me to look back on how things turned out. The entire time we were making Ascension I had this crippling fear that when the game released it wouldn’t make any splashes at all. That was the worst case scenario. I would’ve been fine if it released to outstanding hatred and low scores. The only thing I didn’t want was to have nobody care at all. I’m happy to say that my fears were groundless.

As I’m writing this, Ascension has been downloaded over 6000 times and the trailer has been watched about 14,000 times. For a lot of people that isn’t going to seem like much, but for us as a team it’s an outstanding success. A handful of big-name websites and reviewers featured our game, a lot of people made lets plays, and the general consensus was that we had made a pretty decent horror game. I can’t complain about anything; my dreams were fulfilled.

The thing that hit me the hardest with this particular game’s launch was watching complete strangers playing our game on Youtube. Never before had I seen a Let’s Play of a game I’d made. Never before had I heard a stranger say my team’s name aloud. Never before had I heard someone yelp with fear, and then burst out in nervous laughter while playing Ascension. It was foreign and exciting. It was all I ever hoped for.

I don’t know what the future holds for us as a team or me as an individual. We could go on to make giant waves in the industry. We could also fizzle out and never be heard from again. Whatever happens, though, I hope I never become jaded. I hope I never lose that simple giddiness when watching people play my games. I hope I never become too accustomed to all the buzz that I start taking features and reviews and Let’s Plays for granted. I want to always feel equally as excited. In a world where a single Youtube video can be seen over a billion times in less than half a year, I hope that I’ll always be thrilled to see my own trailers get a thousand views. Every single comment, download, praise and criticism is and should always be precious to me.

For everyone that played Ascension, whether you hated it or loved it, thank you. You guys make all the stress and frustration and self-hatred worthwhile. I love you all.

Hopefully the next post I make will start us all on a new adventure.

Until then,

Chris

Ascension Post Mortem (Part 1)

Now that Ascension has been out for around two weeks, I figured I’d sit down for a while and write up a good post mortem for it. I have no idea how long this is going to end up being, so be warned in advance. I’ll try to dot it with some development pictures to break the giant walls of text, but I might end up breaking the post mortem into parts if it stretches too long. Without further adieu, off we go!

 

First off, some history. We started working on Ascension way back in April of 2011. I went hunting for the very first blog post we made on the game and you can read it here. Man, April 26th. It’s incredibly strange looking back on that post and seeing the mindset I was in at the beginning of this project. There’s something inspiring about being able to revisit the excitement I had way back when we were first designing the game. It’s also interesting to see that we were originally planning on selling the game. That idea is going to resurface a bit later in this post mortem so I won’t spend much time on it right now.

If I remember correctly, the original pitch for Ascension popped up about a week before we released Grief. We had been wrapping up the game’s development and sending it out for some minor testing, and I remember Avash (Worthington, the magnificent writer) suggesting that we make a horror game. The concept of making a horror game was really exciting to us. Horror is a bit of a niche genre, but it creates a very one of a kind feeling when done right, and it was something we all wanted to attempt. A few days after that initial suggestion I expanded upon the pitch with “A horror game in a giant skyscraper”. Not exactly visionary but hey, I tried. For whatever reason we decided to accept that expansion and the groundwork for the game was in place.

Once Grief was released and out of the way I set to work developing an engine for the game. We hadn’t solidified all the details yet, but I was fairly confident that I would be safe in creating a basic platforming engine. Once that was satisfactorily in place the three of us got together and started laying out details. It was going to be a horror game. It would take place in a giant skyscraper. You were going to be a grounds keeper. You would have to travel across 8 different themed floors, eventually reaching the roof and the end of the game. We were ambitious, to be certain. I announced the game under the working title of “Dark”.

About a week into development we hit our first hitch, in a manner of speaking. Avash was grounded, and in my infinite wisdom I decided that instead of continuing work on the game I would work on another, smaller project. Justin (Tangleworm, lovely artist) and I got together and started putting together AFROFARG. For those of you (all of you) who don’t remember, AFROFARG is a tower defence game based around the premise of ice and fire. The game was supposed to take us a week while we waited for Avash to get un-grounded. Instead, it took us two months, and the final product isn’t something I’m a huge fan of.

We finished AFROFARG on June 17th and returned to Ascension. At this point in development the game looked something like this:

Ohhhh man, that’s sexy. Let’s de construct this screenshot a little to give you an idea of what our plans for the game were. At the top left you can see a bunch of bars and numbers. The white bar is the health bar. That stayed in-game; one point for us! Below that is the panic meter. Oop, that’s not in the final product. We lose a point there. The first two numbers are Battery Level and the number of batteries the player has. Both those stayed in game, point for us. I’m not even sure what the third number is, so I’m going to take a point away for that.

At the bottom we have a very crude hotbar. Health packs on the far left, point for us! Pain killers are next, we ditched those. -1. Sedatives are after that, -1 again. We already had the lighting engine in place at this point, albeit a very basic and ugly one. The PC (player character) was about 30% animated and isn’t the Atticus you know and love. That giant green box in the middle of the screen was the very first enemy. Terrifying, isn’t it? The last thing I want to point out are those little black lumps on the floor. Those were salvage piles. The idea was that if you crouched and mashed the E key, you would get a random item. Those didn’t even make it to the first demo. -1 point for us.

Perhaps you’re starting to see a pattern here. A lot of the initial design for the game did not make it into the final version. Why is this, you ask? Well, why don’t we explore what the initial design was.

As you already know, the game was going to take place inside a giant skyscraper. You play as an unnamed grounds keeper that wakes up in the basement long after the disaster occurred; presumably you suffered a knock to the head or some rubbish like that. You emerge from the basement and realize that the lobby is completely destroyed and overrun by horrible monsters. You’re terrified, but thankfully you have an axe that you conveniently discovered in the basement. You hack your way through the monsters and escape outside. You sprint for the front gates, only to discover that the skyscraper has been enclosed in some sort of miasmic forcefield. Disheartened and frightened, you return to the lobby to try to figure out what exactly is going on.

It’s at this point that the true game was going to begin. You would hear a man calling for help through a walkie-talkie on the floor, and through it you’d be given instructions to reach him. We originally planned to focus the game around quests and combat. Each floor would have a hub of a sort, and you would be sent off to search for tools or circuit breakers. A fair number of the quests dealt with killing a certain amount of enemies. I’ll discuss why that’s such a bad thing later.

 

…Yeah, I’m definitely going to have to stretch this post mortem into multiple parts. For now, I’ll end this part here. In the next part I’m going to write a bit more about the intentions for the original game, as well as the pre- and post- open beta development. I hope you found this interesting, and if you didn’t, don’t worry: the best is yet to come. It’s important to give some background, after all! Let me know what you think! If you want to know anything specific, let us know. I’ll do my best to address it before this post-mortem is entirely wrapped up.

 

See you all soon,

Chris (Klassic, omnipotent programmer)

 

Ascension Release!

I must say, I never thought I’d be writing this post.

Exactly one year after we released that initial demo, the full version of Ascension is available for public consumption! It comes at the low, low price of absolutely free, and we really hope you enjoy it! If you don’t, that’s perfectly fine too. We won’t be too upset :)

http://www.mediafire.com/?uxdaq7x2jeurbus

Let us know your thoughts on the game! I’ll see you all in a year when I’m brave enough to return to the internet.

-Klassic

The Launch Deets

I’m so hip.

So I put out the launch trailer yesterday. If you watched the whole thing through you’ll have noticed the release date at the very end. October 31st, 2012. That’s ten days away!

A full playthrough of the game will probably take you from 1-2 hours, assuming you don’t just laugh in the face of danger and power right through it. Not too shabby! It’s not your 8-hour campaign, but it’s free! It’s the best bang for your buck and you know it.

The game should be up for download pretty much everywhere, so you shouldn’t have any trouble finding it. BE AWARE: We live in Vancouver, so it might be midday/night for some of you when the game comes out.

As always, we love it when you let us know what you think. Love the game or hate the game, tell us. It’ll all go towards making the next game even better. Don’t worry, you won’t hurt my feelings.

Post mortem and future game announcements will all come soon. Patience :)

See you all soon!

-Klassic