Showing posts with label man. Show all posts
Showing posts with label man. Show all posts

Saturday, December 7, 2013

Help Promote Paper Sorcerer

Paper Sorcerer needs your help!

How?

11 Things that you can do…
Why eleven? Because Ultra Runaway Games goes one step beyond.

1. Buy the game, it’s only $5, every sale counts! 

2. Buy the soundtrack, add a tip to your purchase, or buy the game as a gift.
     Paper Sorcerer is a great stocking stuffer!
     You can buy a gift copy with the Humble widget on the Ultra Runaway store,
      or you can buy gift copies on Desura, GamersGate, IndieGameStand, and Mac Game Store!

3. Like our Facebook Page and share it with your friends

4. Follow Jesse on Twitter

5. Send out a tweet on Twitter, spread #PaperSorcerer
     Retweeting @UltraRunaway tweets are good too!
     Click here to automatically tweet about Paper Sorcerer

6. Use a Paper Sorcerer avatar on forums/social sites

7. Give a shout out to Paper Sorcerer on forums that you frequent (mention the free demo)      
       Example Below:
Check out Paper Sorcerer, a stylish first-person turn-based RPG with adventure game elements, only $5 at ultrarunaway.com There's also a free demo here: ultrarunaway.com/web-demo.html

8. Do a Let’s Play or mention Paper Sorcerer on your Youtube channel
     Youtube/Vimeo/etc. Legal details here

9. Sign up for our Newsletter

10. Mention Paper Sorcerer to a gaming news site (email them and let them know how awesome Paper Sorcerer is!)

11. Tell/E-mail your real-life friends about Paper Sorcerer – tell them to grab the demo and play it for themselves.

Wednesday, August 28, 2013

Skill animations, short trailer

Today I'm talking about skill animations, last post I talked about the final summon roster.

I was working a long time on special effects for all the skills. The game has 327 unique skills right now and about 300 of those have unique animations. There's also quite a few other incidental effects, like different types of slashes and hit effects, as well as a death animation and enemy swings. For a better idea of what 300 looks like, here's part of my skill checklist I've been using to keep track of which effects I have implemented:
http://i.imgur.com/WK0x2.jpg
And without further ado, here are some special effects in Unity:

http://i.imgur.com/viJ1C.jpg
http://i.imgur.com/nR6UH.jpg
http://i.imgur.com/yeiS2.jpg

http://i.imgur.com/Fl2Ef.jpg
http://i.imgur.com/7b9t1.jpg
I also did animations to indicate whose turn it was, and who was being affected by buffs and heals. Before making the game, I didn't realize that the player needed so much feedback. I had to do research when I started getting playtest feedback that the battles weren't clear enough to know everything that was going on.

I also just finished working on the short version of the trailer, so you can see some of the effects in action there.


Wednesday, June 6, 2012

Ways of Minimizing Risk

Like I said before, there are many obstacles in the path of a single developer finishing and shipping a game. So I thought I'd do a post about what I'm doing to mitigate that risk.
  • Using a pre-made engine: Unity
  • Using middleware: Orkashi RPG Kit
  • Using a unique art style
  • Chose to do a relatively easier to develop game structure
  • I decided to do a dungeon crawler, which I love, but also doesn't require as many unique art assets as an open world. 
    • Easier to be creative within constraints
  • Finding ways to minimize animation
    • First, animation is time-consuming. 
    • Second, it doesn't contribute as much to the world/gameplay for the time it takes to do as many other tasks that are faster.
  • Using sprites instead of full 3D models
  • Focusing on digital distribution
    • Rather than focusing on finding a publisher or investors to fund a large scale physical distribution and advertising campaign, I'm going to try crowdfunding and releasing in a digital format.
  • Developing with a harder heart
    • If I cut features that are close to my heart when I see them taking too much development time, or that they're making it less fun, the game is that much more likely to succeed.

Tuesday, June 5, 2012

New Beginnings

This is the Ultra Runaway blog, chronicling the story of one man with no industry experience or programming training making a PC RPG.

Why make an RPG when it is one of the most content heavy game genres out there? Because it’s what I like and I don’t feel like there's enough classic turn based RPG’s out there these days. Yeah, as a one man army I should probably make a simple puzzle game or pong, but that's not my style.

I want to design stat systems and classes. I want to come up with cool dungeons, weird spells and all sorts of crazy traps. For example: you walk into a room, then everything turns upside down! That might not the best trap ever, but I’m still new and at least it’s more unique. That leads me to one of my goals with this game, I want to try to bring something a little different to the RPG genre, while still keeping all the cool exploration and strategic combat I like. As a one man team with the freedom to make whatever crazy game I want, I feel like I can make that happen, despite the many risks.

Well see how this goes. I've got a good feeling about this.