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Showing posts from November, 2019

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

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

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

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...