Hey guys what's up? Allen here and I am going to give you the break down about what's coming up.
The second poll is up and it looks like we'll be releasing a public demo tomorrow. After that all of our specially selected testers are going to begin testing the game development from there until... well the next public demo. The demo will be linked to here, and on the yoyogames forums.
Which reminds me to say, testers, if you receive a mailing list invite to my email address (yoyo4thdimetion@gmail.com) accept it. That is the mailing list for our testers only. We will be distributing closed testing files through that email. Please don't leak it all! We're trusting you guys!
We'll be using this as the game chat until we make in game chatting.
http://mibbit.com/?channel=%23AST&server=irc.slashnet.org
Can't wait to see everyone that shows up for the demo! It's almost here now, getting excited would be appropriate.
-Allen
Thursday, March 31, 2011
Monday, March 28, 2011
And that makes 10!
Hello!
As always we have some more good news for overreact, and AST! Today we got another programmer on the team! His name is Mike VanDetta, he is currently working on applications such as level editors, item editors, ect. With him on the team, it puts our number into the double digits! We are very glad that he is on the team, as it will save us time and frustration with the level editor that will be needed soon.
So, in other news, we are getting the list together for the testing team! As of now, we have 32 testers and we are hoping to reach 50, if not, then 35 is the cap.The demo should be ready by Thursday, if not Wednesday. The demo won't be the best show off for everything the game has to offer, this is merely just testing physics, networking, and some other small things. As April progresses, so will AST as it moves towards a complete demo. As for "testing physics" you will be pushing blocks around with your friends, and i figured I would get onto making those today, this is my progress thus far:
As always we have some more good news for overreact, and AST! Today we got another programmer on the team! His name is Mike VanDetta, he is currently working on applications such as level editors, item editors, ect. With him on the team, it puts our number into the double digits! We are very glad that he is on the team, as it will save us time and frustration with the level editor that will be needed soon.
So, in other news, we are getting the list together for the testing team! As of now, we have 32 testers and we are hoping to reach 50, if not, then 35 is the cap.The demo should be ready by Thursday, if not Wednesday. The demo won't be the best show off for everything the game has to offer, this is merely just testing physics, networking, and some other small things. As April progresses, so will AST as it moves towards a complete demo. As for "testing physics" you will be pushing blocks around with your friends, and i figured I would get onto making those today, this is my progress thus far:
Well i hope you guys like what you see so far! the other should be done by the end of the night, which reminds me....I need to get back to work!
See ya guys!
-Connor
Saturday, March 26, 2011
Vlog007 -- Graphics progress
Hello everyone!
Yesterday, I released a vlog covering the progress of the graphics, the recent poll's results and the new poll. I Also went over some important info on the demo, and what you will see next week. So check it out, drop a comment, and a thumbs up!
In other news, I will be posting some more art for you guys to see, as well as some news with our progress on launching out kickstarter video!
Until next time,
-Connor
Yesterday, I released a vlog covering the progress of the graphics, the recent poll's results and the new poll. I Also went over some important info on the demo, and what you will see next week. So check it out, drop a comment, and a thumbs up!
In other news, I will be posting some more art for you guys to see, as well as some news with our progress on launching out kickstarter video!
Until next time,
-Connor
Tuesday, March 22, 2011
Vlog05 posted! Story time!
Hey, guys. It's me, Yanssel (yes, that's my actual name!), the writer for A Shapian's Tale. I know that I'm probably one of the lesser informing members of the team, and I'm trying to change that. So, in an attempt to redeem myself from giving you a lack on information, I've uploaded a video!
Ooo, that's a lovely picture... I'll have to change that.
Anyway, that's pretty much everything there is to know about the story for now. Later on, I plan on revealing small things such as how certain story-affected gameplay-aspects will be run. For now, I hope this video will make up for my absence from giving you info!
-Yanssel
Ooo, that's a lovely picture... I'll have to change that.
Anyway, that's pretty much everything there is to know about the story for now. Later on, I plan on revealing small things such as how certain story-affected gameplay-aspects will be run. For now, I hope this video will make up for my absence from giving you info!
-Yanssel
Friday, March 18, 2011
Kickstarter approved!
Hello all!
Sorry for such a delay in our posting, we have been very busy with so many things! We have some great news, and some bad news as well. The bad news isn't actually so bad, as it has made us think of what our future will be as a indie game team. So lets start with that shall we!
The bad:
Recently, Indie-Fund release their funding terms to the public, and we immediately read them line after line until we found something bad. And after I thought everything was fine and dandy, our writer John, came across a line which changed our minds about applying for indie-fund...
"You are an actual company"
After I was told that we needed to be an actual company, some thoughts ran through the head of the team. Should we turn OverReact into an official company? We pondered over this for a good amount of time, before we came to the decision that we would not apply for Indie-Fund. However, we do want to turn OverReact in an official company this summer, or some time after. So there is SOME good that came out of this semi-bad news!
The Good:
Now to pick up your spirits, we do have some very great news for the team and AST! Our original graphic artist Zach Barnett was suppose to be doing all the graphics for AST, however he has been busy with a project which he started before joining the team. So with this news, we searched for another artist to join the team to replace his spot on the project(not the team, he is still here).
We found a guy named Cameron Erickson who we have known for a little over 2 years now. It took me a week to realize he would be perfect for the job, so I asked him if he would join just a few days ago, and he gladly accepted. Since then he has completed the Leunamme circles basic movement animations, edited the blog icons(look at around!), and is now working on the logo for the game; we are very glad to have him on the team, and hope it stays that way.
In other great news! We submitted our Kickstarter project, and it has recently received approval by the administrators! We are very excited to launch the project, however we need to make a video, and set up our backer rewards. Also, after finding out that Luke's server can hold up to millions of users, we lowered our amount of needed funding($20,000) to $6,000, an amount we can all wrap our heads around. This funding will go towards all the equipment on the team. It will help me purchase a new laptop, so i can get off of vista, and stop propping my headphone jack with a AA battery. Also it will help Patrick get a working keyboard(musical keyboard), and some better sound equipment. And just help the team with whatever else we need to complete this project.....like John's golden 2B pencil....
As for AST, we have a good bit of news there as well! Patrick has made a few theme songs for the game, which are godly as ever. Allen and Tyler have been working on the engine and the networking and should be testing it all by the end of this weekend! And as usual, I have been pumping out some epic concept art to help Cameron with his awesome vector animations. We are on schedule(hopefully), and should be ready to release when we planned!
So as you can see there has been a lot happening with the team and AST. We are working hard to make you guys happy, and hopefully our next post will announce the launch of our Kickstarter project, and some more great news on AST!
I know this is all so stressful, but it will all pay off in the end!
-Connor
Sorry for such a delay in our posting, we have been very busy with so many things! We have some great news, and some bad news as well. The bad news isn't actually so bad, as it has made us think of what our future will be as a indie game team. So lets start with that shall we!
The bad:
Recently, Indie-Fund release their funding terms to the public, and we immediately read them line after line until we found something bad. And after I thought everything was fine and dandy, our writer John, came across a line which changed our minds about applying for indie-fund...
"You are an actual company"
After I was told that we needed to be an actual company, some thoughts ran through the head of the team. Should we turn OverReact into an official company? We pondered over this for a good amount of time, before we came to the decision that we would not apply for Indie-Fund. However, we do want to turn OverReact in an official company this summer, or some time after. So there is SOME good that came out of this semi-bad news!
The Good:
Now to pick up your spirits, we do have some very great news for the team and AST! Our original graphic artist Zach Barnett was suppose to be doing all the graphics for AST, however he has been busy with a project which he started before joining the team. So with this news, we searched for another artist to join the team to replace his spot on the project(not the team, he is still here).
We found a guy named Cameron Erickson who we have known for a little over 2 years now. It took me a week to realize he would be perfect for the job, so I asked him if he would join just a few days ago, and he gladly accepted. Since then he has completed the Leunamme circles basic movement animations, edited the blog icons(look at around!), and is now working on the logo for the game; we are very glad to have him on the team, and hope it stays that way.
In other great news! We submitted our Kickstarter project, and it has recently received approval by the administrators! We are very excited to launch the project, however we need to make a video, and set up our backer rewards. Also, after finding out that Luke's server can hold up to millions of users, we lowered our amount of needed funding($20,000) to $6,000, an amount we can all wrap our heads around. This funding will go towards all the equipment on the team. It will help me purchase a new laptop, so i can get off of vista, and stop propping my headphone jack with a AA battery. Also it will help Patrick get a working keyboard(musical keyboard), and some better sound equipment. And just help the team with whatever else we need to complete this project.....like John's golden 2B pencil....
As for AST, we have a good bit of news there as well! Patrick has made a few theme songs for the game, which are godly as ever. Allen and Tyler have been working on the engine and the networking and should be testing it all by the end of this weekend! And as usual, I have been pumping out some epic concept art to help Cameron with his awesome vector animations. We are on schedule(hopefully), and should be ready to release when we planned!
So as you can see there has been a lot happening with the team and AST. We are working hard to make you guys happy, and hopefully our next post will announce the launch of our Kickstarter project, and some more great news on AST!
I know this is all so stressful, but it will all pay off in the end!
-Connor
Friday, March 4, 2011
Indie Hardships
Before I get started make sure you're signed up for our mailing list. You can sign up using the form on the right side of the blog page... real post begins here:
For those of you who don't already know... Indie game developers are the ones who make good games without any money on their side.
The reason this is so hard is that it means you don't have any money on your side (by definition) but there are luckily some new place coming up around the internet where indie developers can try to get some funding. Currently, for development on AST we are looking into:
Indie Fund is founded by Indie developers who have managed to make some money, and would now like to fund the games of other aspiring indie developers. We are hoping to get about $40k which according to them is a very small size, and we believe it should work well.
Kick Starter is a place where fans of an idea can donate money. It is a little more than just that, but it is also a good place and we want to try to raise $5-10k there as well.
But money is not the only problem the Indie team faces. I haven't been able to be in touch with the team yesterday, or most of today (I found time to sneak in this little post, lucky me). Since being on the team is not strictly a job, many other aspects of life take up a lot of time.
It's not all terrible though. We have made progress. Tyler has given me a current build of the engine which I have been testing while out of contact. Me and Connor have discussed a very friendly business model that keeps AST going while not putting too much of a tax on our players. And we have, as always, been ironing out mechanics for the game.
If we haven't shared it with you, we made a bit of a "mission statement" if you will for AST and I will now share it with you:
"We want A Shapians Tale to be a game where every player will have their own unique experience, and become a unique character in Shapia."
Sorry that was paraphrased I cannot remember the exact wording. My point is AST is, unlike some games which are built around one or two mechanics, built around a specific experience we want to give the player. We make mechanics that are capable of that.
That's all I have for you this time. I hope that you don't notice how quickly I digressed... but oh well! I liked it, so just chill out princess.
-Allenhttp://indie-fund.com/
For those of you who don't already know... Indie game developers are the ones who make good games without any money on their side.
The reason this is so hard is that it means you don't have any money on your side (by definition) but there are luckily some new place coming up around the internet where indie developers can try to get some funding. Currently, for development on AST we are looking into:
indie-fund.com |
![]() |
Kickstarter.com |
Indie Fund is founded by Indie developers who have managed to make some money, and would now like to fund the games of other aspiring indie developers. We are hoping to get about $40k which according to them is a very small size, and we believe it should work well.
Kick Starter is a place where fans of an idea can donate money. It is a little more than just that, but it is also a good place and we want to try to raise $5-10k there as well.
But money is not the only problem the Indie team faces. I haven't been able to be in touch with the team yesterday, or most of today (I found time to sneak in this little post, lucky me). Since being on the team is not strictly a job, many other aspects of life take up a lot of time.
It's not all terrible though. We have made progress. Tyler has given me a current build of the engine which I have been testing while out of contact. Me and Connor have discussed a very friendly business model that keeps AST going while not putting too much of a tax on our players. And we have, as always, been ironing out mechanics for the game.
If we haven't shared it with you, we made a bit of a "mission statement" if you will for AST and I will now share it with you:
"We want A Shapians Tale to be a game where every player will have their own unique experience, and become a unique character in Shapia."
Sorry that was paraphrased I cannot remember the exact wording. My point is AST is, unlike some games which are built around one or two mechanics, built around a specific experience we want to give the player. We make mechanics that are capable of that.
That's all I have for you this time. I hope that you don't notice how quickly I digressed... but oh well! I liked it, so just chill out princess.
-Allenhttp://indie-fund.com/
Tuesday, February 15, 2011
Inhale.....Exhale.....
Hey guys!
The team has been busy with A Shapian's Tale, as we are pushing for a tech demo by March. As you may have noticed, we have been posting videos on our progress with the game, and our expectations that will follow. On the right of the blog, you can find our video bar, which is updated every time a new video is added. So make sure you check those out, and tell us what you think!
As for AST itself, we are making significant progress. Although somewhat slow, it is indeed significant. The Graphics department has made some concept art, depicting the style of the gameplay, and its environment. Below is an example:
You should see mostly final graphics in the demo by March, but we will have future videos and posts showing off these graphics as we get further in development. As for the programming department, Allen and Jacob have been working on getting the networking set up for the demo, and from the looks of it, it's no stretch for a demo including networking up and running by the deadline.
I know this is so much to take in at once, so i suggest you take your time, we don't want our fans to over react before March :P
Make sure you take deep breaths,
-Connor
The team has been busy with A Shapian's Tale, as we are pushing for a tech demo by March. As you may have noticed, we have been posting videos on our progress with the game, and our expectations that will follow. On the right of the blog, you can find our video bar, which is updated every time a new video is added. So make sure you check those out, and tell us what you think!
As for AST itself, we are making significant progress. Although somewhat slow, it is indeed significant. The Graphics department has made some concept art, depicting the style of the gameplay, and its environment. Below is an example:
You should see mostly final graphics in the demo by March, but we will have future videos and posts showing off these graphics as we get further in development. As for the programming department, Allen and Jacob have been working on getting the networking set up for the demo, and from the looks of it, it's no stretch for a demo including networking up and running by the deadline.
I know this is so much to take in at once, so i suggest you take your time, we don't want our fans to over react before March :P
Make sure you take deep breaths,
-Connor
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