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Let's Do The Timewarp Again!

Hey guys, Jay here! This is the second week of actually having "regular" weekly posts, and I gotta say, it's not all that bad. Like I hinted at last time, all of this re-branding stuff has really gotten me thinking about the past, so this week I wanted to go into the history of Wraith a little bit in this post (if all of you are willing to indulge me a bit, that is). So here, we go!

Wraith Games started back in 2005 under the name "Mind's Eye Games" when my friends and I thought ourselves how to make small, unpolished video games that we'd give away for free on our Geocities page (on a side note: Wow. Any of you guys remember Geocities?! Good times. Good times). We took a bit of time to grow and mature into more competent developers as we went throughout school. Some people left, we picked up some other people, yet more people left. It was crazy. After a while, though, we ended up settling on a vision for where we wanted to take things. That doesn't mean that the vision didn't evolve though, as you can see below:

(Sorry for the lack of pre-2008 sites. There were a few of them, but with the death of Geocites, there's really no way of showing those off right now).

I remember submitting an early prototype for our game Project Zion to a publisher and being heartbroken when it was turned down. We had all poured our hearts and souls into it and had never even considered the idea that it might be turned down. I mean, they did offer some good constructive criticism, but we were just kids and to us, it might as well have been the end of everything... but luckily it wasn't! We got back up and tried again. We worked on early builds of Physix, which in turn got picked up by Gamepro Labs (though they'd later crumble, that's not really the point), we got invited to our first convention, A&G Ohio, and we even got the first of our loyal fans (most of which are still cheering us on today)!

We've grown so much in the last few years. While most of the team is the same as it has been since 2012, it's almost entirely different from when we started in 2005... but in the end, that doesn't matter! Every member of Wraith has left their mark on who we are now, and who we are is a team made up of more than just hobbyists. We're dedicated to all of you. So, from all of us here at Wraith, let me say thank you. Thank every single one of you for making our dream a reality. Whether you've been cheering us on from the beginning, are just now seeing what we can do, or anything in between: thank you! We wouldn't be here without you!

Total Re-brand of the Heart

Hey guys! Long time, no post! We've been pretty busy the last couple months. Most obvious, is the fact that we've undergone a complete and utter re-brand! We have a sleek new site and blog, amazing logo and brand colors by our graphic designer (and new brand manager) Steve and an increased presence on social media.

It's all pretty exciting stuff, if I'm being honest. We wanted to get this all out before the Collapsus Kickstarter (and before a few more surprises we have planned, but can't quite talk about yet!) At some point, we should put out a post about the evolution of the logo and website (kinda like what we did on Twitter for Collapsus, but with a little background info). That will be in due time, though. There's so much going on here that we want to take it all one at a time, step by step. Hopefully I can have a blog post out every Monday, if possible... but knowing my track record, you shouldn't quote me on it. 

So! What do you guys thing of the site, blog, logo and colors? You should let us know on our FacebookTwitter and/or G+! We'd love to hear from you!

So hey... I'm the new guy...

Hey, everyone! New guy here... Jay can't seem to keep up some kind of schedule with the news here, so I'm stepping up to take care of it. I'm Eric and I've been helping with the writing a bit for a project here and there in the past. After ribbing Jay a bit at seeing how little he updates his news, he challenged me to do better. So, here I am!

Now, I can't promise weekly updates. Sometimes there's just not enough updated to warrant such things, but I will promise being more consistent with the news. Also, if you want to email us any questions, I'll be sure try to cover them in the posts you'll see. We've actually made quite a lot of progress, but since we haven't had any updates in a while you wouldn't know anything about that, would you?

New Project + A Look Into How Wraith Works

This isn't much of an update post really, other than to say that yet another game that we've been working on for a while finally coming into the light (just not quite yet). It's called Jet Pack Hero! It seems kinda weird announcing yet another project without even finishing up a first, but rest assured, that will change soon. For those who don't know, Wraith is an eclectic hodgepodge of indie developers and all of us have day jobs (of sorts). We only have two programmers at the moment, one of which is in college. Add to that our primary game writer who a single father and a few volunteers doing other odds and ends and don't ever get paid other than the occasional pizza night and you can see where things get weird. Then there’s me...

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.

I guess you then may be wondering why I never get around to posting anything, that's where it gets project specific: Physix has been going on for years, but we had to switch to Unity because our old one was incapable or holding the awesomeness that is Physix, while at the same time, not having an on-staff modeler means that we frequently need to wait for freelancers. Right now everyone is not only learning Unity still, but we're patiently awaiting some brand new models from a German freelancer who appears to have no idea when his non-exclusive media will “hit the shelves”

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

BOOM! Updates Ahoy!

Hi everybody! Just a few quick things to update since I haven’t posted anything in a while. Firstly, as you can tell, there's a new site theme we're trying out. I think it looks spiffy. So that you can tell us what you think about the remodel (or anything else for that matter), not only do we still have a Facebook and Twitter, but we now have a Google + as well! On top of that, we've acquired WRAITHGAMES.COM and WRAITHGAMES.NET so you can get to here from there as well as our .ORG

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!

Don't Tell Scotty

Hey guys! Hope you had a great Thanksgiving! We did. Though to be honest, it's been pretty hectic around here and quite honestly, we don't have much to show for it. Work on Physix has been pretty much centered on the graphical side of things (working on shaders and the like) and despite all that, the game doesn't seem to "want" to look all that much better than the screenshots we posted in our gallery a little while back. Keep in mind though, it's still better, just not much better and we don't know if the engine can “take much more of it captain” if you know what I mean, so the graphical improvements may have to stop soon for better or for worse. Also, as you can tell, we made yet another change to our site as our web ADHD is a driving force on our way to world domination. We hope to be improving it even more as time goes on, but for now, this is what we've got.

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!

A tale of two overhauls

It's been a long time and we have much to show for it. As you've seen, we've made a complete overhaul of the site, going from a blog-thing to a sleek new Flash format. Not only can can you still find news (obviously), but we have all sorts of new pages over on the toolbar over on the right as well. One of the things to note in the Gallery are all new (totally revamped) screenshots from Physix. We've taken most of our time (after updating the site) to try and bring new life into the game (because that's really what it should be all about). There's been a massive engine overhaul over the last few months (which still aren't even complete) which add all sorts of new elements to not only the graphics, but the gameplay and overall stability as well. It's a bit of a leap and the game is still evolving as time goes by, but we hope all of you are happy with the upgrades so far. Make sure to tell us what you think by following us and commenting on our Facebook, MySpace and Twitter pages (links also on the right).  As for anything else, we're hoping to have more frequent site posts as development rolls along as well as a new video coming when the engine updates are complete. Until then make sure to Play Harder!

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