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Week 16: Wrap up, Marketing Videos and The Final Post (For Now)
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Hey guys, Adam here from Angry Ghost games, here to share with you all that has happened in the final week of development on Magefest. This week was mostly spent finishing up each aspect of the game, right up until feature freeze. Ryan, Josh and Connor have been hard at work, and between them have managed to remove each of the most notable bugs from the game, as well as get almost every feature we were hoping for working in some way or another. Connor has also been incredible hard at work this week, helping to create marketing material along with myself. Firstly, his poster for the game is finally complete and was well worth the wait. Between myself and Connor, we have created a large amount of concepts for marketing materials, from business cards to shirts, to even Bob themed pens. I'll post several images here so you can get a feel for the direction we took with it. In other news, our trailer and how to play videos for Magefest are out now. Lear...
Interviews With the Team: Christina: Sound and Testing Lead
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Hey guys, Adam here again from Angry Ghost Games. Development of Magefest is coming into its final week, and no new features are being added. I took the time to interview the other members of the team as I prepare the final overview of the finished game. I asked Christina about her work on Magefest, her opinion on working with an established team, and her thoughts on the work that has gone into the project. Describe Magefest in your own words. Christina: I’d say that Magefest is a multiplayer party game, where players are free to verse each other in a fun and competitive way. Players are able to choose from three custom levels to have a free for all battle royal against their opposition until the time runs out. You joined the dev team part way through development, how have you adapted to working with the team? Do you feel like you got to make an impact on the game? Christina: Adapting to the team was pretty smooth and we were able to pick up production again straig...
Interviews With the Team: Jess: 2D Artist
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Hey guys, Adam here again from Angry Ghost Games. Development of Magefest is coming into its final week, and no new features are being added. I took the time to interview the other members of the team as I prepare the final overview of the finished game. I chatted to Jess about her thoughts on the game, how it felt joining a project in progress and her personal insight into the creation of Magefest. Describe Magefest in your own words. Jess: Magefest is a party game that takes you back to the days of on the couch gaming with friends (which I believe we need more of NOW). It brings a different perspective to the normal “fight/battle” games of its type. You get to plan and work with the environment to get ahead, and it makes it a little harder to just spam with like a lot of the others. You joined the dev team part way through development, how have you adapted to working with the team? Do you feel like you got to make an impact on the game? Jess: I was very worried coming...
Interviews With the Team: Josh: Design Lead
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Hey guys, Adam here again from Angry Ghost Games. Development of Magefest is coming into its final week, and no new features are being added. I took the time to interview the other members of the team as I prepare the final overview of the finished game. I spoke to Josh about his feelings about Magefest, how it was to work on a project for a year, and his general thoughts and feelings on the game. Describe Magefest in your own words. Josh: Magefest is 2 to 4 player party game, the goal being to defeat your fellow Bobs in battle to win a ticket to Magefest! Its gameplay revolves around throwing elemental attacks on to platforms, giving those platforms the good or bad effect you desire. Elements can be combined too, via throwing different combinations of elements one at a time onto the platform. It's a fast paced, hectic game. Perfect for parties or some quick fun with friends. You've been with the group since the beginning. How has the project changed since then? What ar...
Week 10/11: The Beginning of the End (In a Good Way).
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Hey guys, it's Adam here from Angry Ghost Games, giving you a long awaited update on the project. Through a combination of my own sickness and the general slowing pace of the project as the finish line enters our sight, I have decided to compile several weeks of information into this post, rather than spreading it out. At this point, most of the largest obstacles are out of the way. The main systems have all been implemented and bug-tested, and are working as they need to. Ryan has been working on getting two, three and four player all set up and selectable from the main menu. Previously the game was set up for up to four players, but we had no way in game to decide how many were available; instead we were simply testing with as many as were needed at the time. With this finally complete, players can now select their preferred level and number of players, meaning that the menu's are almost entirely completed. Ryan has also set up the projectile attack so that it now fir...
Week 8: Rounding up Development
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Hey guys, Adam here again, bringing you this week's update on Magefest's production. This week, everyone took the time to continue what they've been working on so far. As we're reaching the end of development at this point, it is unlikely that there will be as many huge improvements or changes made to the game. Ryan managed to finalize keyboard controls this week, leaving the game in essentially its finalized state in terms of gameplay systems. The core gameplay loop has essentially been completely finished at this point, leaving only bug-fixing and inserting things like art, sound and animations into the game at this point. Connor has been working on several smaller visual additions to the game, such as finalizing particle systems and adding camera wobble to the explosion ability; granting it a bit more force behind it. As well as that, he has also been working on finalizing the death, stock and respawn systems. They are all shown off in the following video. ...
Week 7: Looking Good
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Hey guys, Adam here again, bringing you this week's update on Magefest's production. A lot of what has been worked on this week is longer multi-week projects as opposed to the shorter form stuff we've been working on up until this point; as such, some of the work we're showcasing this week is currently unfinished, and this update is likely to be a shorter one. Ryan has been working on getting our UI hooked up to the character health values, and has been successful. The bars in the top left and right now drain from the center of the screen to their respective edge correctly (although there are still a few bugs related to damage and healing values). Also the circle to the side of each health-bar is currently being fitted with the changing character portraits, which will likely be ready to show by next week. Josh has been continuing his work on the game menus as well, creating a stage selection screen, however it is currently non-functional. Connor has bee...