Filtering by Tag: Publisher

Take it Slow - An Editorial

Hey everyone! Eric again... looks like I might start handling these more often. Maybe. Likely. Kinda. I don't know. Ask Jay. I just usually write the pretty stories. He seems to think I can write more editorial pieces as well. So, here we go. If you don't like it, not my fault. Blame the “Boss Man” and not me. I want to talk about the developer to publisher relationship in gaming today. Or at least, what was the relation and what seems to be changing about it recently. At least from my point of view.

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Lost Interview: Nintendo Love Affair - Meet Wraith Games

Much like with our post last year where we re-uploaded a lost interview we had with the blog "GamerProblems". Sometimes blogs go down and their content goes with it. The awesome people over at Nintendo Love Affair interviewed me last year about what we were working on and a bit of our history, but unfortunately, their blog is now just that... history. Luckily, they've allowed us to re-post that interview here so it can be preserved. Enjoy!

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Little Nemo's Adventures in Shaderland

You know what? Updating is hard. I mean really hard! Development is the relatively easy part. It's making awesome screenshots, videos and blog parts on a semi-regular basis that brings me to my knees. Let me explain:

We've been working hard on Physix as usual. We've got some music tracks hammered down, the menus and what little HUD pieces we're using are nearly complete as well. Right now we're once again waiting for some engine tweaks to be made and most of the effort around here is devoted to particle effects and shaders which are mostly done, but there's always something with a project like this.

Still not sure when you guys should expect a release, but we've been talking with some publishers and for anything to move further with the marketing end, we need to have a final beta out and that's what we're working on right now. Not exactly sure if we're ever going to have an open beta, but that may be something to consider if there's enough of you out there who want to give a swing at it before it's out.

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!

Details... Details!

Holy!... It's been a long time since the last blog post, hasn't it? Well, I'm just sort of here to tell you guys a little bit more about our project: Physix. A few of you have played some loose-concept demos like the one at A&G Ohio and the one available on the S8G forums, but that really doesn't really give you a feel for what the game is truly about. If you've been following our Twitter (which I don't know why any of you would), you'd see that we were in the process of constructing a new demo while in Michigan recently. Unfortunately for many of our fans, the demo is sort of a while off, so that leaves me with the job of hyping you guys up.
Many of you have seen our YouTube video of the practically ancient A&G demo, and this has gotten many of you excited. Unfortunately, it has also turned many people off from the project with laggy response, poor lightmap quality, and just plain awful graphics. We assure you that this was a very early adaptation demo, and a lot has changed since 2008. Heck, just look at our screenshots on this page. All of them are in game. Not only that, but we're working with some new FX shader support to make it look even better (though that's a little hard... Man, it's pretty!). By looking at the demo, one can notice a practically linear romp from chamber to chamber completing very lack-luster challenges. This is not the case in the final build. Many people who play the demo have pretty much the same thing to say about it: "It's fun, but why is it called 'Physix'?" Here is where we blow your mind (not really, because that could get messy): throughout the progression of the game, using various level features (we say that because you don't have, like, some sort of reality-bending gun... you actually have to do it in level), you can bend the very laws of physics to your will: gravity, inertia, all that good stuff. That's sort of tricky in a first-person environment. Most of you are used to physics manipulation in the way of seesaw puzzles and gravity guns (not pointing any fingers...*cough* Half-Life *cough*...). The difference between standard first-person shooter fair and Physix is quite simple: Physix just simply isn't a shooter! Now you're thinking, "What's with the pistol?" It's more of a puzzle-solving element than a weapon... yeah, weird, I know... but it works. That's the thing. How are you going to shoot a switch all the way across the room if you can't touch it? Can someone say, "G22"? Exactly. Our approach to interesting puzzle-solving is deeply immersive; our goal is to make you think outside the box. I hope we don't disappoint.
We should have a new video relatively soon and a new demo following shortly thereafter. It's going to be a while, but bear with us. In the meantime, we are working on a little side project to keep everyone's appetite in check. Not saying anything, but let's just say a lot of our old fans will be pleased.
That's all we got for now. Check out the new website; it's at the same URL, but we've made a lot of changes, so visit it while it still has that new out-of-the-box smell. Check you guys later!
(This post was originally made on the now defunct GamePro Labs site)

Our First (Labs) Blog Post

I've never really been one for making blog posts, so as you can imagine when I couldn't figure out HOW to on this site, I was overjoyed... but then when I received an email addressed to all of the "Labs" members from the big guy saying that we all needed to keep people updated... I unfortunately had to figure it out.
It's sorta weird, you know? When I was growing up, all I ever wanted to do was make games. I guess the word I'm looking for isn't "weird"... it's actually "surreal" (by the way, I have a fun fact: You know those three periods "..." It's called an ellipsis, just so you all know). After high school, there was a lot of pressure on me to "do something with my life". My roommate would always make fun of me for "thinking that I was a game programmer"... See, in his mind, games where these multi-million dollar undertakings by a crack team of Japanese super geniuses locked in a room for hours on end with bowls of ramen and no sleep for weeks... Well at least I had the last part right!
I think the biggest mistake I made when I first started out was that I tried too hard to be that stereotype or at least the outcome of it. You know what I mean... Those action packed, space epics about guys in armor, huge guns and ego to boot! Graphics that could burn your corneas out and sound scores by the freakin' Mormon Tabernacle Choir or whatever!!!
Face it... You can't do that with a budget that can be added up with your left hand...
This, kiddies, is why Project: Zion FAILED!!! Yeah, I loved the concept, my pizza box odyssey of mine (if you don't know what I'm talking about, that's okay... Only about 12 people in the whole world do and even less of them care).
I started to hate everything that was gaming. I couldn't even pick up a controller without feeling guilty that I gave up on my dreams. Fortunately for me, attention-deficit hyperactivity disorder (ADHD) is hereditary and I found myself pre-ordering Valve's Portal. Yes, that's right, NOT "The Orange Box", just Portal (I wasn't really interested in the rest of the box's contents, so I just sent out for the overly priced copy of the now critically acclaimed puzzler by itself). Guess what: It wouldn't run on my old PC!!! It sucked so badly. I ended up letting my friend Bill's brother "borrow" it (I use THAT term loosely... Three years later and he STILL has it!) from me. I was only after I got a 360 and a discount copy of it could I behold the splendor that was the Aperture Science Center and GLaDos. I was shocked by how awesome it was: One of the best games EVER! I was also shocked as to how good I was at the game, solving most of the puzzles before my friends could even line up a shot (usually). I started thinking about it, it's development team, and it's predecessor: Narbacular Drop and I wondered: "Why can't more games be like THAT!?!" That sort of simplicity. That sort of fulfillment. That sort of almost "indie" flavor! Why can't there be more games that awesome... Who can make such a thing?
Then I remembered: I'M A GAME DESIGNER!
I then grabbed up my team of ragamuffin programmers, writers and artists and began to work on my NEW masterpiece: Physix... a First-Person/Puzzle game with a different look on what fun is in a game. I didn't want to be a Portal-clone, though; it had it's view, and I wanted mine. I don't know about you, but shooting things in the head got old around Halo 2! I wanted to have a game with a gun, but no enemies, if that makes sense (which it probably doesn't, but you'll see when it comes out). I remembered my favorite subject in school was art... but physics was okay too and I wanted to play off that: Gravity, friction, inertia and the like. Bend THOSE to your will so you can run away from an evil scientists lab, all while being tested on how creative you were with your surroundings in the confines of each challenge.
We whipped up a quick demo (which probably could have been better if we took more time on it) and set up a booth at Ohio's premier gaming convention; A&G Ohio! We asked our fellow gamers to rate it on how much they liked it from 1 to 5 and surprisingly enough, the average was around 4.5! They loved it, though I don't think they much cared for me.
Well all sorts of other stuff has happened sense then and, hey look: We've been slated for publishing! I just hope that our finished project puts a smile on at least one gamer's face, even if it doesn't change the world of gaming like all us designers hope.
I, or at least some on on our team will keep this updated, so keep on reading... Remember: Play Harder!
Wow, that's a lot of text... did I write all that? Sorry for making you read so much!
(This post was originally made on the now defunct GamePro Labs site)

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