Hey all! Wow, we're exhausted! On October 22nd we went up to Dayton for The Ohio Gaming Brigade's "Dayton Designed: Game Night at Star City Brewing Company" (wow that's a lot to type; certainly not Twitter friendly!) then on the 28th, we headed down to Lexington for LexPlay and on the 29th, we went up to Columbus for GDEX! Yup, with both LexPlay and GDEX being two day affairs, we actually split up the team and took them both on! Then on November 3rd, we hit up our own hometown Hamilton for Alive After 5: Game Night! Here's how it went...Read More
Filtering by Tag: Physix
Lately, we've been doing a lot of interviews. It's been great! A while back we even had a whole blog post about them! Now it's probably high time we do another post of that nature, but until a couple of the interviews we did actually hit the web, that will have to wait. No, this time I'd like to highlight an interview we did back in February for the website Gamer Problems that's no longer online. Well, until now, that is! See, they had some sort of massive server overhaul and all their content before May was wiped out. Bummer! Thankfully, we just so happened to have that we had a backup of the interview and wanted to share it with you all.Read More
Hey all! Things have been going really well around here as of late, though, if I'm being honest, today's blog post will probably be pretty short. See, most of you already know roughly what we have to report on anyway, so none of the news is really "huge" or anything. With that being said, here are "4 Short Updates From Wraith" (and yes, that is supposed to be a Simpsons reference hidden behind several layers of incomprehensible). Let's rock!Read More
Over the last few months, we've been interviewed three times (once in February, once in March, and once in April, as it turns out). The first one was by Gamer Problems, then Unstoppable Gamer, and finally, Nintendo Love Affair.
The first interview we did in this recent cycle was with Gamer Problems in February. Gamer Problems is a UK based gaming blog that mostly focuses on doing reviews and editorials pertaining to AAA console releases. Luckily, they also seem to do the occasional interview with smaller studios as well. We mostly talked about the development cycle of Collapsus, our inspiration, challenges and the like. You can read it here: http://gamerproblems.co.uk/2016/02/wraith-games-interview (UPDATE: The GamerProblems website lost most of it's date a while back and the interview is down. You can view and archive of it here: /blog.wraithgames.com//2016/08/the-lost-interview.html on our blog)
We appeared briefly in a Hamilton Journal News article last year as well:
Last week we had artist extraordinaire Lance T. Miller and The One True Eric (Eric Baxter) of Nerdyish Things (yes, our part-time blog writer, Eric) in to kick this mural's butt! It seems to be coming along really well, if I do say so myself! It's really cool to look at the wall and see all of the cool stuff from games you've worked on (or plan to work on for some of them) sprawled out in front of you. It's just so awesome! Like, in the literal sense: it just fills you with awe! Okay, well it does for me anyway. Take a look:
Pretty nice, huh? It's really coming along. Only a little more sketching to do (probably another day's work worth) and then we're outlining the sketch with Sharpie. After that's the paint! Really no clue how long it'll take in total, but it hopefully won't be too long now.
That's pretty much all the news on the mural side of things. Now on to the blog news.
It's been about half a year since we started doing weekly blogs. It seems to have been a huge success! Before, blog posts were random and there was little incentive to even do them at all most of the time. This weekly format really makes us think about what we're posting and get something of value out of it. So, we're pretty sure we're going to continue this format for the foreseeable future. If it ain't broke and whatnot. Well, if we're just going to keep doing what we've been doing, what's this part about? Well I wanted to talk briefly about some things we want to be doing with the blog in the near future. A teaser, of sorts.
As you probably know, we've started up two ongoing series about the industry recently: "Where Do I Get Started" and "11 Things We've Learned from 11 Years in Game Development". We should have some new posts in both of those series here soon. The cool thing about those is that it (hopefully) won't just be me and/or Eric. We're trying to get not only the rest of the team doing little snippets on them, but also maybe some guest spots from other developers we know as well. Wouldn't that be cool?!
Other than that, we have a few other posts planned. We want to do a postmortem on both the mural & the studio remodel as a whole, a few more random development posts (for Collapsus, Physix, and Radarkanoid), a Radarkanoid launch post, a Radarkanoid postmortem, a couple posts about the status of the Collapsus weekly builds (when they're going on), at least one post leading up to the Collapsus Kickstarter, a Collapsus Kickstarter postmortem, a Collapsus Greenlight post, and maybe a few more Collapsus posts as well (like for the console releases, Arcade Edition, "weird ports", DLC, promotions, and the like). Then we shift into more Physix, JPH, and Cave Worm posts, but those are a while off.
Now, setting aside the 50 million development posts I just mentioned, you can also expect a post on the shirt making process, a post on the interviews we've been in recently, a post about making our old (crappy) game; FlyGuy, a post about our old (crappier) pre-FlyGuy games, a few posts about events we're either going to be at or breakdowns after we come back from them, a few posts about the game jam we're trying to organize, and hopefully a lot more (we are doing 52 blog posts a year, after all! That's a lot of air time to fill). There's even a few secret posts we have planned that we can't quite talk about, but we're sure you'll love!
There's just so many cool ideas we have ready to spring on you... so just stay tuned!
So let's start with Collapsus. Right now we're working on several things all at once on Collapsus. We're adding some new power-ups, getting started generating the Puzzle Mode puzzles, dabbling with true online connectivity, and tons more. That's pretty much where all our effort is, if I'm being perfectly honest. This is all in the service of getting the first weekly build live for you to all enjoy. After that is the Kickstarter filming (followed by the campaign's launch), Greenlight campaign, and hopefully the actual game's launch not too terribly long after that! So exciting! We have a long way to go, but we've already covered more ground in a relatively short amount of time, so we're confident we'll get there pretty quickly. We should have a lot of new WIP Wednesday and Screenshot Saturday content for Collapsus up on Twitter as we get closer to our deadlines, so watch out for those!
As for Physix, Steve has been kicking butt and taking names in the 3D modeling department. We're going for a modular approach to asset creation and what he's whipped up (or should I say, WIP'ed... eh... get it? That bad? Okay, I'll stop.) is simply breathtaking. He's just getting warmed up, too! Take a look:
Radarkanoid basically just has one bug. We're taking time to fix that bug here shortly. It sucks that it's one little thing like that holding us back, but it is what it is.
As for the studio, it's basically still just the floors and mural. Both should be finished up really soon, with a time lapse of Lance T. Miller working on the digital painting just around the bend as well! In the mean time, we do have some shots of Kristy and I working (taken by Steve), when the three of us were working a couple weeks ago:
Other than that, we do have a few other things of note going on. For starters we're trying to set up a big game jam here in Hamilton. You'll hear lots more about that as it develops. Also, we're in the process of completing our third interview of the year! Press coverage is awesome. You'll have a blog post dedicated to that here soon, too. There's probably more that I'm not thinking of, but I guess that just means we'll have more surprises at some point!
Hope that was enlightening! We're jam-packed with all sorts of awesomeness coming just around the corner, so stay tuned! Next week: More focused thoughts? Let's hope!
Our work on Collapsus has been proving very popular as of late, but whenever we talk to people about our projects, Physix is what gets everyone's engines really running! Over the past year, we've been working rather quietly on porting Physix to Unity (as you may already know). The original demos we showed off to the public at places like A&G and on YouTube (which is the same build that GamePro Labs were going to publish before they folded and that Blitz 1Up was looking into before they did the same) were built in DarkBasic Pro/FPSC (which isn't really unusual for us seeing as the Collapsus prototype started in Stagecast and the "real" game was originally in Corona SDK). We had started off just porting the assets we were using in the old builds straight into Unity with code mostly by then new (and now gone) programmer Dante who you may know from his work on our earlier web game FlyGuy (which is, also oddly enough, based off a terrible old Stagecast prototype from around the same time as the original Collapsus prototype... small world, huh).
Anyway, it was going pretty well, until Dante had to depart (which isn't particularly unusual for a startup, let alone an indie game studio). I know what you're thinking. "Jay! I thought you said 'this past year'!? Wasn't the Unity port started in 2012?" Well, other than being oddly specific, it is indeed accurate. After Dante's departure, we took a bit of a break from working on Physix to focus more on getting a solid version of Collapsus out and really just picked it back up late last year.
We decided to use what we could of Dante's code and scrap the rest, with new programmer Jon (who weirdly enough has recently departed in a similar manner to Dante back in 2012) charged to create a functioning framework for all the gravity-shifting awesomeness Physix has to offer. Oh, boy he did not disappoint! You may be familiar with these cryptic pictures from our Twitter last month:
Yeah! That'd be them. Well, Jon's not much of an artist... that's why we have Steve! Here's a bit of what Steve's been working on that's gotten us so excited! Excited enough to make this post now of all times, at least:
Now keep in mind, I pretty much had to pry these away from Steve who was working very diligently on tons of new Physix art and that these are very, very early into his process. Heck, he should have even more awesomeness as the weeks go by. Really, the point of this is that we've gotten a surprising amount done in (relative) secret especially since Physix wasn't anyone's priority alpha in quite some time. With Collapsus' development winding to a close, however, we've begun starting up our engines again and we're ready to defy gravity once again!
Okay. Guess that wasn't all that short after all! Well, stay tuned both on here and on our social media as we pump out more Physix content now along with our usual Collapsus development progress!
Now, as for Physix, it's still being worked on, but as I said before, it's sort of a “done when it's done” type deal. We love working on it, but obviously 3D games take a lot more time, effort and man-power than something like Collapsus or Jet Pack Hero. Speaking of Jet Pack Hero, remember how I said I'd release more information about it? I lied. I'm just going to let you guys hang there wondering what it is, with just hearing that it exists and those two very early screenshots in our gallery to tide you over. I'm evil, I know. The reason for this, though, is that two of our three programmers are heading back to college and can't devote time to three games at once, so JPH will just have to wait until Physix and Collapsus slow way down.
Other than that, all I can say is to make sure you follow our IndieDB, because that's where most of the true development logs are going to be. Hope to see you there!
I'm a full-time stay-at-home freelancer designer (both graphic and web) and I spend most of my free-time either sleeping or working on one aspect of Wraith or another. I'm the primary game/sound/level and web designer, only artist, secondary writer and I also handle everything on the business end as well. Wraith has been my passion ever since I started it in 2005 when I was still in school. Being a freelancer, my normal workload is erratic to say the least, but when I'm not pulling my hair out from long stints of tight deadlines, I'm left with empty voids in my schedule that if you could shout into them, I'm sure you'd hear a might impressive echo.
This being said, I can often make several “bundles” of assets for projects on our huge list “dream games” and still have nothing to do with my self allocated “Wraith Time” waiting for a convenient opening in a programmer's schedule but pick up assets from another game and work on them, while other times, I'm so swamped, I get programmers pounding at my door for assets for projects while trying to balance my less fun, primary job.
As for Collapsus, the programmer working on that one just got out of collage for the summer and is frantically trying to push the game into Beta before he returns. Fly Guy's been pushed onto the back burner due to no one really seeing it on Kongregate and with no feedback, making an iOS version is out, but we'll more than likely just take our iOS assets and make a new web version and call that one case closed. Which leaves us with Jet Pack Hero and I'll save that for a later post :P
As for our other projects, Collapsus and Fly Guy, Collapsus is nearly finished, but it's on hold while we work on Physix (we are just a few guys, after all) and Fly Guy is undergoing some serious design changes as our prototype that hit Kongregate wasn't exactly “explosive”. Though to be honest, we knew it wouldn't be. That's why we put the prototype out there: so we could make the real game better. The only problem is that we didn't get much feedback, though from what little Kongregate feedback we have, as well as a multitude of personal and professional feedback, the final mobile game will be spectacular.
We've also started working on a few other smaller projects, many of which will never see the light of day; but for those that do, we're going to try this new little idea. It's called “Wraith Minis”. Whenever we have a little tiny game that some of our team members made in their free time, or just all-around team efforts made just for the fun of it, we're going to release some. Most of them will be for free on iOS, Android and web (ad-driven, of course), and they should theoretically come out more often than our other “major” projects. Of course this doesn't mean that we're going to be whipping out little project after little project, as these are just things that we've done in our free time; and it wouldn't be fair to our team to make these on a regular basis, it wouldn't be fair to expect you to play an entire library of our pet projects and it wouldn't be fair to our big projects, which would be neglected and start to cry.
Thirdly, but surely not least of all, we're officially announcing 2 new games:
The first is Collapsus, an Android/iOS puzzle game that long-time followers may remember the taste of and the second is Fly Guy, a free-to-play web game. You can visit our gallery for some early screenshots uploaded with this post.
I know what you all might be thinking, and no, Physix WILL be keeping on-keeping on and on top of that we hope to have new screens, videos and a playable demo soon... we've just had more work on to do to make it awesome enough for the “final beta” mentioned a few months back and we'd rather post something huge rather than smaller things here and there.
Collapsus and Fly Guy are just some side projects that “turned real” faster than anticipated, that we hope will be out soon. As always, we're taking the “it's done when it's done” approach with Physix and these new games are the same way, but we think they’ll be out considerably faster than Physix.
Again, let us know what you think by visiting our social network pages and keep on PLAYING HARDER!
Other than that, not much really. We've gotten beyond any sort of mass experimentation or major changes/fixes. It's kinda boring here in dev-land for the time being. Just more chugging away at assets and stability. We usually like to have a post here a month, but it's been kinda hard (like I said before) with nothing much notable going on. While we're adding even more environmental media to flesh out scenes and remove the dreaded “flat-wall syndrome” most of it needs to be tweaked before it matches the aesthetic of the rest of the environment to begin with, so no pictures of that and since the other changes are more for stability or logistic reasons, many people wouldn't be able to really see a difference if we posted about it ad nauseum anyway.
Don't get me wrong, when it's done it will be glorious (in our opinions at least), but for the time being there's just not much to report. We'll try to keep you all posted if something drastic happens, but for now it seems like snoozeville. Speaking of which, I'm going to go take a nap and then tweak some shaders... Catch you later!
Apparently the reactions of the new screenshots were very "polarizing" for lack of a better word. Some people love the "new", sleek, sci-fi look and others think the new style is far too reminiscent of a spaceship (you see what I did there?) than the modern-ish, industrial factory/warehouse/laboratory-thing we had originally planned for Physix. To be honest while we've had some downtime waiting on our fabled engine updates, we've just been fooling around with different styles for the heck of it to see what we like best. We don't totally know how the final product's going to look yet, but it's a process. It will more than likely take elements from both art styles and make something greater than the sum of its parts (or so we hope anyway. It could just look like a big pot of cookies and cream gumbo... never mind, that's just disgusting). Just thought you all deserved an explanation. We hope to be making more frequent posts as the project get closer to a solid Alpha build. Hang in there. For now just Live long and... Play Harder
(BTW: Yeah, I know. Two Star Trek references in just over a month's time. "Bah" you say! Well "bah" to you! It's my blog and I'll make all the references I want. Make it so, Number One!)
Anywho... We here at Wraith have been feeling a mite generous, as in the last couple months, we've managed to donate a bit of money to some causes we think are awesome. Get Well Gamers (a company that puts game consoles in hospitals for sick children), GameTrekking (helping fellow indie designer Jordan Magnuson travel around the world and make games about his experiences) and Indie Game: The Movie (an awesome upcoming documentary about indie game design, development and culture). We hope you take some time and look at these projects too, as they are very close to our hearts.
We hope to have more updates due to the easier-to-post blog format, but whenever we seem to plan posts, that never really works out, but hey. We hope to keep everyone informed so if there are no updates here, look out for some on our Twitter or Facebook. As the winter approaches, we hope you all keep toasty and Play Harder!