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Showing posts from September, 2019

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...

Week 6: The Hard Part is Still to Come

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Hey there guys, Adam here again with Angry Ghost Games. This week we set out to finish what we've been working on for the last couple of weeks; namely wrapping up on art, and moving further into making Magefest a functional game. This week Connor finalized the Forest level, meaning that now all of our level backgrounds are completed and animated. Now just comes putting them into the game. This is, by his own admission , Connors best work so far. Now he will finally be free to move on to whatever art has been forgotten or left by the wayside. Although I wouldn't blame him for taking the rest of the semester off at this point. That's not all though. Connor has also created the particle effect for Bob's re-spawn which he has also shared with us as a video. These portals designs may possibly change from here on out, but having such a snazzy looking temporary asset certainly helps the game feel a little more finished. Jess has been hard at work, riggin...

Interviews with the Team: Connor: Art Lead

Hey guys, Adam here again from Angry Ghost Games. Whilst I'm working on this week's main blog post, I thought I should offer you something to read in the meantime, and settled on continuing my series of interviews with the team. I managed to catch up with Connor over the weekend, and we spoke about his time with the game, how he has been enjoying his role, and his thoughts on how the project is going. Could you describe Magefest in your own words? Connor: I mean, it's still relatively early days with a couple kinks that need ironing out, but Magefest is a light-hearted, platform arena fighter styled party game for all ages; with a funny and adorable magical theming.  It's easy to pick up, it's fun to play and it looks pretty! Magefest is our baby; and like a baby I will look past its janky bugs, because i know it will eventually grow into a well rounded member of society... um I mean game hahahaha! You've been working on the game since the beginning, wh...

Week 4/5: The Break Week, and making Progress.

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Hey there guys, Adam here again with Angry Ghost Games. The Magefest team has been apart since our last major post, two weeks ago, and has been hard at work. Everyone has something big to show, and I hope you enjoy what we have in store for you to make up for the lack of post this last week. Connor has once again shown off his artistic prowess. Firstly, he has been working on the background for our third and final level; the Forest level. The background, which is animated beautifully, is still not quite finished, however this video of the animation in motion shows just how much effort is going into the piece This video is also a great look at some of Connors in progress art. The finished scene will be posted here as soon as it is ready for you all. Connor has also created an entire typeface for the game, named Magefont. The runic lettering will be used within the game, as well as marketing material, and was based on the text from his original Magefest logo. The typefa...

Team Introduction: Callum

Yes, hello, my name is Callum. I'm a sound and screen student at Murdoch University. Sound effects editing and sound design are my main jams. As well as sound design and cinematic compositions, I have also been making dance music for about six years. Electronic music definitely influences the music I make for motion picture, especially in terms of my instrument choices. I like to think that the skills in film sound and dance music are interchangeable, so at every moment I'm working on something related to sound, it all counts towards my other aspirations as well. Whilst I have many idols for dance music production (Martin Garrix, Dvbbs), I generally reference specific productions in the cinematic and interactive landscape, rather than the individuals who create them. After graduating at the end of this semester, my main focus will be on dance music production and sound design for film. Game audio and other interactive sound (sound art installations) are areas that I would lik...

Interviews With the Team: Ryan: Lead Producer

Hey there guys, Adam here again from Angry Ghost Games. This week we've had a week away from each other, and gave ourselves a larger workload to make up for it; so expect a longer blog post this week to make up for the lack of this week's update. In place of a regular post this week, I pulled our lead producer aside for an interview (which because of time constraints is why this post is going up a little late). Ryan had a lot to say about the work that's gone into the project so far; as well as the current state of the game, and his hopes for the rest of the project. I hope you all enjoy this interview. Could you give a brief description of the game? Ryan: The game is a local multiplayer party game in which up to 4 players compete to destroy one another and claim victory. They do this by manipulating the nature of platforms scattered around the stage with magic projectiles, lighting platforms on fire, turning them to ice or even detonating them. It's...