Saturday 25 February 2012

Magnate: Pre-Alpha Preview

And across the finish line!

We were able to pull something together and submit a video to Sony for GDC. We weren't able to get all the features we wanted finished, but we'll be doing that and fixing some bugs over the weekend before submitting our code if we're chosen by Sony. It's an exciting but nerve wrecking time for Dominion Arts!

The video we submitted was over 10 minutes long with our main programmer going into detail about what we did and how we did it, but I have a shorter version showing the game in a pre-Alpha state to give you all a taste with some music by Brendon (which is a little loud so please adjust your audio volume). Again, a lot of the pop-up screens are placeholder and there is no combat animation yet. Come Monday I'll post another video with what we were able to accomplish over the weekend! :)


For the HD version, please click on the video to watch it on youtube.

In the coming weeks, we should hopefully have an alpha build ready to be tested and when that time comes, I hope to be able to select a number of people to help us do just that. We'll also start a crowd-funding campaign to help financing, so stay tuned for that!

And to end it off, just a reminder that all the coding for what you saw in the video was done by 2 brave souls, Roger and Eric, over the course of 12 days! And on that bombshell, farewell! :)

Tuesday 21 February 2012

Magnate: PSS Update!


It's a new record!

Nothing but good news for this update. We are 3 days away from submitting our demo to Sony and GDC and we've made amazing progress. To think that a mere 9 days ago we did not have a build for the PlayStation Suite to having a playable demo in 12 days is going to be pretty amazing. Mad props to Roger and Eric for crunching this out like a boss.

I thought I'd give everyone some in-game screenshots (yes, I'm looking at you, Jacques) on our progress thus far!

This is the combat UI in game.

Testing our dialogue UI.

All the game pieces on the part of the world we'll be using for the demo.


Also, some of our plans have changed. We still plan on bringing Magnate out for the PC, but you'll be seeing an iOS version first! We've written a whole new script for this new platform, but it will still involve the wonder twins Aiden and Kira. Our plan is to have it done by April! I'll keep you all posted as we go!

And that's it! Think I'll go flip some pancakes.

Friday 17 February 2012

Magnate: Big News and We're Hiring!

That's right! Just 10 days since our last update! "It's a new record!" Ok, it's not but that DDR voice clip just ran through my head and I thought I'd share! :)

There have been a few more changes in our roster again this week. It seems we can't keep our writers as Josh has left the team due to a busier than anticipated schedule. So, we are currently looking for a side quest writer to join our team. If you or someone you know thinks they are up to the challenge, please add me on skype at tim.kiem and we'll talk!

But we've also gained a programmer in Eric! So our programming department has leveled up yet again!

We also have huge news! Our entire team is working extra hard to get a demo into GDC (http://www.gdconf.com/) and we have less than 7 days to submit our gameplay video! Wish us luck as we drive forward to this important milestone. What's more impressive is that we are submitting it for the PlayStation Suite (http://en.wikipedia.org/wiki/PlayStation_Suite) so expect it on other platforms as well as the original PC. This is an exciting time for Magnate!

And with that amazing news, I present to you the combat GUI. Of course, a reminder that this is a mockup.


 So, users will be facing their enemies much like RPGs of old. The bottom three UIs represent the player's army.

 
In this, we see the portrait of an officer by the name of Annam who is a level 60 daimyo. In the honeycomb cluster are 4 abilities at his disposal. These 4 abilities can be set at any time before combat is initiated. Each ability uses up Energy and has a cooldown. Energy is recovered at a base rate of 2 per second. During all this, there are also auto-attacks occurring for both sides. So, this is a real time old school RPG combat system! :) It's all about how well you manage your Energy and the abilities you bring to the fight.

 
Hopefully I'll have good news in a week's time and I'll definitely post updates more often now that we have a facebook (http://www.facebook.com/DASMagnate) page!

Until next time! I am Captain Pla...Tim!

Tuesday 7 February 2012

Magnate: Update and GUI


Apologies for the 2 month gap on this update! Our team has gone through a lot and I'll take the time to talk about it right here, right now! As always, I like getting the bad news out of the way so we can end on a high note, so here goes.

I'm afraid to report that two of our members have taken a step back from the project due to personal reasons. Reuben has left the team after producing a large portion of the 7 chapters of our story, he brought a lot of ideas to the table and we are grateful for his contributions. Next is Joe, who has not had enough time to dedicate to our project and did not want to hinder our progress, he will be missed.

Due to Joe's chaotic life, production of the title could not start in a timely fashion. We are about 3 months behind our original forecast and have moved our final date to May or June.

And that's the bad news. Onto the good!

We lose two valued members but we've gained many during the last 2 months.

Within the programming department we see the addition of Will and Roger. Will has been hard at work getting our combat prototype up with our crafting system and our large item list. Roger has taken up Joe's position and will be building the foundation for our title. Both are very talented and passionate about Dominion Arts' dreams and goals.

Our writing staff, though have lost Reuben, has gained 2 additional talents in the form of Patrick and Josh. Patrick will be taking over Reuben's position as Main Plot Writer and Josh comes in to create meaningful side quests.

And now onto ooh shiny! Below are two GUI screens created by our masterfully talented Jynx!

GUI with the Ability Tree.

GUI with the Gear window.
The Ability Tree we've talked a bit about in the past, this is how it fits into our GUI. The second displays our Gear screen and gives you a sneak peek at the item slots.

On our next update, I'll show off some more GUI with our combat and go into more details as to how battles will progress! Next time on Dragon Ba...err...Magnate! Before the month's end, I promise! But...don't go to the bank with that >.>