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  • replied
    Update 02-02-2017 and the Future

    Update: Where we have been, and what we are doing.

    Hey everyone, some might be wondering where we have been the last few weeks. A few things have been happening, and we'd like to share it with you guys. We appreciate all the support that the community has been giving us over the course of our development with this project.

    What have we been up to the past few weeks?

    About a month ago, we volunteered to help a failing video game project being created by a 2 man team that was commissioned for a small event in Miami called "Gacucon- Game Culture Convention" also known as "The Game Cruise." The programmer that was previously working on it had a few months to complete the gacu project but became unreliable during production, essentially disappearing almost altogether. The event organizers are good friends of ours and also run most of the community meet ups down here in South Florida, so around the second week to January we were informed that the project was silently cancelled and the artist who worked on it (a personal friend) incredibly sad/defeated, so we decided to tackle the project from scratch, as well as recruiting the artist in one fell swoop! The due date for this project was January 25th. We had about two weeks time to complete a game.

    So we got to it. We essentially finished the main base of the game within 10 days development time and had to compromise where we could for design. We all work full time day jobs, so this project took a toll on the mind, but it was well worth the experience and reaffirmed the potential that we have a team. The end result of this experience is GACU BRAWL. A 2-4 player smash style paper2d fighting game. We finished the project just in time to showcase at GACUCON, with some crazy bugs included! We are going to be bug fixing for the next couple of weeks before releasing it on our site. http://goodwargames.com/games/gacubrawl/


    What is next for us?

    Before we took on Gacu Brawl, we were working through Wasabi designs and technical work for systems. After this experience, and showcasing some of our other games at Gacucon, we took a step back to reevaluate or position as an indie game studio and consider what options we have in order to become more stable. After much consideration and discussions, the team decided that we will be putting Wasabi Horizon on temporary hold in order focus on revisiting, and prepping a project that is further along in development for Kickstarter. This project is called Hyper:BAE. http://goodwargames.com/hyperbae/


    Hyper:BAE is a paper2d sidescroller hardcore platformer in the same style as Super Meat Boy. The base of this game has already been created and playable off our site. This game began as an Unreal Game Jam project whos production time was extended about a month due to scope. If the kickstarter is successful, we plan on revising, redoing, and expanding on the Hyper:BAE core gameplay and visual style.

    Wasabi Horizon has proven to be a project that requires much more full time attention that we cannot give without more resources. We feel this is the best step to take in order to secure some funding for our studio, obtain more exposure, have a fully fleshed out and finished game on our belt utilizing the unreal engine, and will help us fund a future project, mainly Wasabi Horizon.

    We will be making a new WIP thread for Hyper:BAE on the forums so that you guys can keep up with the games production, provide feedback, and stay involved. We will be announcing the date for our kickstarter at some point in the coming weeks. Be sure to follow us on our social medias for all the details.

    Thank you everyone for your support and sticking it out with us. We appreciate all you've given us for Wasabi Horizon.

    Cheers!
    Attached Files
    Last edited by Pedwar2; 02-08-2017, 09:05 AM.

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  • replied
    Update 01-03-2017

    Update: New art, state of programming, and design! (Again)

    In this weeks development blog we have made more progress in a few aspects of the game.

    Art: These couple weeks, Bryant has been working on more enemies that you will encounter on your journey.

    The new enemies are the Brute and Controller type enemies. Enjoy!

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    Programming: [MENTION=12417]Demoneyejin[/MENTION] (Alex): Working on the state machine that will power our game. currently optimized all movement optimization to input atoms versus raw input. this was done as a test to see gameplay of movement driven by input atoms instead of raw input. The very same input atoms that will be provided to our attack facing and dodging to allow us quick face switching. The current progress on attacking is the refactoring is almost done with the last bit of the state machine being tested with the switching of states on a smaller test bed.

    Design: We created a floorplan which lays out all the rooms and flow of Wasabi's first dungeon but I havent scanned those in yet (paper planning on real paper). This floorplan design was based on a previous dungeon flow chart we created and posted up here. Next step is to design the rooms and create them in the engine.


    Thanks for checking us out! Cheers!

    GWG

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  • replied
    Update 12-19-2016

    Update: New art, state of programming, and design!

    We are back with another development blog, everyone! This week we have had a little more time to dedicate to our paper2D project, and we are making some headway in each department.


    Art: This week, Bryant has been working on several of the every day enemies that you will encounter on your journey. Alfred has also began working on revamping the UI.

    The enemies shown are the minion, Lurker, and Artillery.

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    As well as a special guest star, our Ron Perlman inspired Necronomicon.

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    Programming: With more time on his hands due to semester ending, [MENTION=12417]Demoneyejin[/MENTION] (Alex) has been working through state machine tutorials and videos. Learning in order to get Wasabi State machines up and running in the engine itself. This upcoming week, he will be starting to transfer these state machines into the engine. Stay tuned!

    Design: As for design, we have hammered down our design documents for Wasabi's weapons. Nailing down their functions, as well as in game obstacles that will require the weapons to overcome them. Can't show much about them for the moment till they are in a prototype state, but we hope to be working on that soon enough.

    Thanks for checking us out! Cheers!

    GWG

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  • replied
    Update: 11-22-2016

    Update: Art Concepts and Weapons

    Hello everyone, this weeks update on Wasabi Horizon is a small taste of art to come. As we began to create new boss concepts, we decided to give our original boss, Zappa, a make over. As well as a view of Wasabi's Arsenal


    ART: Bryant has brought Zappa up to snuff with our other bosses so he didn't feel left out. Also, Wasabi's final weapon designs!
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    Thats all for our update this week. We will soon be rolling out more concepts. School Semester is finishing soon as well and we can hopefully make some progress on the design and programming side of things. Till then, feel free to drop us a line!

    Cheers

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  • replied
    Update 11-14-2016

    Update: Art Concepts and other Goodies

    Hello everyone, back at it with another update of our paper2d game this week. Still going at it. This week is mostly another art update, as well as a lovely drawing from Alex. Overall, we are working on starting to get things in order to start looking for funding. Thus we have been focusing on art concepts and redoing our website and such but fret not. With the semester almost over, we are going to having more work done on the engine side.

    ART: Bryant has finished working on all boss concept art but we aren't showing any just yet. To tide you over, we are giving everyone here a FIRST EXCLUSIVE look at our new banner, logo, and posters. This features All of Wasabi's currently planned weapons! As well as a stand alone look at the Demon Umbrella weapon. We are currently working through as much concept art as we can before starting to do final assets.



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    Programming: A special image from Alex (@demoneyejin) to everyone.





    That's all for this week everyone. As we continue to make progress, you will be the first to know about it!

    Cheers!
    Attached Files

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  • replied
    Update 10-25-16

    Update: Short and Stout

    Hello everyone, this week we got a very small update. Still chugging away at development but had a couple of slowdowns. This week we participated in a 24hr gamejam where we took Unreal Engine and showed the cool kids in Miami how awesome it is. The game the team was making was not fully done, but we plan on finishing it up within the week and putting it out there. So be on the look out. We love doing gamejams as a way to learn new things and taking small breaks from projects and other works, so we try to do a couple throughout the year.

    ART: Bryant has been working on some killer boss concept art that we are not ready to reveal yet, but soon. We promise it will be glorious!!

    DESIGN:
    Unfortunately, this weekend right before the game jam I went to the hospital with killer pain. Turned out I had Appendicitis and has surgery on Saturday. So not much of an update on my part this week. Thanks to all who wished me well!

    STORY: Alfred and Bry have been working to bringing characters and environments to life on paper in order to get better concept art and designs out of them. Overall story is finished, and we look to update our website soon to reflect all changes.

    That's all for this week everyone. Stay tuned!

    Cheers!

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  • replied
    Originally posted by Demoneyejin View Post
    [MENTION=23635]_[/MENTION]@ I'ma do my best!
    Check your notifications Demon.

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  • replied
    [MENTION=23635]_[/MENTION]@ I'ma do my best!

    Leave a comment:


  • replied
    Originally posted by Pedwar2 View Post
    Thanks, man! Still holding out for that fighting template before making our breakout fighting game . And Yeah, this was just a first step to trying to organize how to tackle the dungeons. This doesn't show room, or level layout. There's more to it that keys and locks, such as combat instances/challenges, and the "hammer locks" would be areas where your special weapon (which there are several) must be used in order to proceed. Also using the term 'key' in a very generic way.
    I can send you the fighting game template for the sake of Paper2D spirit, no problem. :P

    Oh if it is that's detailed, that's okay. Prepare some surprises too while at it! gogo! :3

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  • replied
    Originally posted by Achilleon View Post
    Looking gud bru.

    The constant key fetching might be bothersome after a while so better add more features!

    Good luck.
    Thanks, man! Still holding out for that fighting template before making our breakout fighting game . And Yeah, this was just a first step to trying to organize how to tackle the dungeons. This doesn't show room, or level layout. There's more to it that keys and locks, such as combat instances/challenges, and the "hammer locks" would be areas where your special weapon (which there are several) must be used in order to proceed. Also using the term 'key' in a very generic way.

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  • replied
    Looking gud bru.

    The constant key fetching might be bothersome after a while so better add more features!

    Good luck.

    Leave a comment:


  • replied
    Update: 10-17-2016

    Update: A little bit of this, a little bit of that.

    Welcome, everyone, to another weekly dev blog post of our little paper2d game. We got a couple small updates for everyone today from the programming and design sides, as well as the final rough attack combo direction for Wasabi.


    Programming: Alex (@demoneyejin) was able to get a break from schoolwork and work work to tackle the Wasabi attack refactoring. During this refactor, he is creating the system that will allow us to string combo animations fluidly, and in different directions.

    Design: This week, I decided to try out something a little different with the way we are approaching level design. Being unhappy with earlier processes, we have come up with a way to begin tackling level flows, and then building maps from these flows. Here is an example of what we are trying out. Heavily influenced by a series on youtube called "Boss Keys" which explores dungeon design in Legend of Zelda games.

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    Art: Lastly, we have the final main direction slash combo for Wasabi's bread and butter attack. We have already begun importing these into the engine and with the refactoring, we should be bringing this to life and testing it.



    Thanks again for sticking with us! We greatly appreciate the support.

    Cheers~

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  • replied
    Update 10-10-16

    Update: Finished Rough Down Attack Combo Animation!!!

    Welcome to yet another small weekly development blog. This week we have finished up last weeks animations, and working on a new one, as well as a bunch of concepts for world environments and bosses and a bunch of stuff we aren't ready to reveal just yet.


    ART: This week, we have the finished rough of the down Katana Attack combo.



    Slow and steady everyone! Always forward!

    Cheers!

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  • replied
    Update 10-03-16

    Update: New Attack Combo Animation!!!

    Welcome to another weekly development blog for our cool little game. This week we have just been working on more animations, and prepping for more concept art work for the world of Wasabi. Nothing major, but still looking real good!



    ART: This week, we have the almost finished rough of the down Katana Attack combo. (It is missing the final slash)



    That's all for this week folks. Keep a lookout for more updates, as we hope to have more soon.

    Cheers!

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  • replied
    Update: 09-26-2016

    Update: Slow Week, Art on the way.

    More Slowdowns plague GWG this week with school and circumstances out of our hands, but even so, we are still moving forward. This upcoming week, we plan on working on more art for the attack animations, as well as getting started to start making concepts of the Wasabi Horizon world and hopefully continue refactoring the attacking in the game. In the mean time, here's a little Wasabi GIF to hold you over!



    and A little extra thing Alfred has been messing with. (We have no plans to move away from paper2d for this project, don't be scared) ;D

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    Thanks for sticking this out with us!

    Cheers!

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