Sunday, 18 March 2012

Magnate: Second Development Team

It has been a crazy time for Dominion Arts but we have fantastic news!

Not only will Magnate be on the iOS and PC but we've put together another development team to make a browser based version as well! Sean and Mike will be helming the development efforts for this new platform. We'll be modifying it and writing a whole new script separate from the PC story. Unlike the PC version, the browser based game will be free-2-play and have micro-transactions built into the mechanics.

The story used for the iOS and browser based versions will be a prequel to the PC, focusing on Taryn and her struggles some 8 years before Aiden takes the reins. Lisa, our main story editor, will be penning this prequel herself with Patrick staying on the main PC epic.

Our browser development team has been using RiouxSvn (http://riouxsvn.com/) for source control. It's a great tool that can track any code changes securely and effectively. Best of all: it's free! And allows unlimited number of users. Try it out!

As a side note, we're taking suggestions for swag you might want coming from our Kickstarter project, once we start it. Some items we have in mind are key charms, PDF artbooks, digital soundtrack and a custom Magnate Knight Armour USB stand. Any other ideas, please shoot them my way (timothy.kiem at gmail).

Until next time! Keep fit and have fun!

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 >.>

Thursday, 8 December 2011

Magnate: Introducing Ventus

Another long period between updates and I apologize! Again it has been a busy time for everyone on the team as we push forward.

We are in the final stages of our character art and Henry and his sidekick are hard at work putting the colour into his creations. Below you'll find Ventus, the mercenary group our protagonist captains throughout the game.

From left to right we have: Shalev, Taryn, Caitlyn, Aiden, Kira, Bjarni (aka Bear), Sarah and Brek.

This is the main cast for Magnate and each play key roles in the progression of our epic story.

Other things we've been hard at work with is the crafting system which now has a strong foundation upon which we will build upon and create the items for the title. More on crafting and items soon to come!

In other news, Jynx has finished the combat UI and is now working on the main UI for the game. In a future update I'll be showcasing this UI and breaking down combat.

Hopefully I'll have more time to make regular posts once again. Until next time, good gaming! :)

Monday, 31 October 2011

Magnate: The Officers, Part III


It's been a while since my last update and I apologize, it's been a busy time for the team. All departments are full steam ahead!

The team has grown since my last update with Brendon Healy joining us as the music composer. I'm still not sure how to post audio files, once I figure that out, I'll put up a sample of this man's genius! Promise!

Another new member to the team is Kristin Warren. She joins us as a designer in charge of the crafting system and item designs.

In other news, Zélie Bérubé has finished all 96 officer portraits I commissioned from her and they turned out amazing. There are a total of 9 personalities and each personality contains 8 unique officers. Each personality dictates the Leadership, Politics, Charisma and Composure range that officer will begin with. It also dictates the max improvements and chance for statistical increase in the aforementioned stats.
 
Below is a sample of portraits and statistics from the "Natural Born Leader" personality. Like the name suggests, these officers have an affinity to leadership, they also have a firm grasp on politics but have average charisma and composure statistics.

Biography
Quit the Procella Army shortly after being promoted to captain due to some disagreements with the brass' treatment of her men. Short tempered and does not tolerate stupidity in her legion.
Perk
Negates Security degradation within the territory she is stationed in.

Biography
Rose through the ranks of the Adamas military at a steady pace only to be let go without warning. He believes he was released from the king's service due to a misunderstanding with Princess Lenya while on duty as her guard.
Perk
When performing a Town Inspection, calculate as though relevant officer stat is 100.

Biography
Son of the famous Stream "Shadow Buster" Crosser, Kadrin left Pecunia to start his own Crosser legacy.
Perk
+5% to damage when dealing damage against shadow beings.

Biography
Bastard child of a wealthy merchant, he was forcibly removed from his mother in Thalassa when his father's only other son died on a hunting accident. Though he was groomed to take over the family business, he managed it from a distance, letting his sisters take over after their father passed.
Perk
+10% to town weekly income.

Biography
Once the leader of a prominent mercenary group, Ngo bite off more than he could chew by accepting a contract against Fulcio.
Perk
+5% to damage when dealing damage against mercenaries.

Biography
Middle child of a noble family in Amicitia, she was sent to the monastery to follow the light. Her inability to sit quietly ensured that she'd become an outsider in the very subdued sisterhood.
Perk
Happiness +20 bonus within any territory Chelle Inverse resides in.

Biography
Brought up in a very abusive household, Dimitri was always the escape goat for his older brothers. He ran away to Pecunia at a young age and joined the Pecunia military only to leave after a shady attack on a local thieves' guild.
Perk
Negates Civil Order degradation within the territory he is stationed in.

Biography
Is the elder sister of a potential maiden. Ignored by her family, she turned to the streets for attention, eventually leading a small group of young men doing random crimes. Finally turned her life around when a little boy was caught in the middle of one of her schemes. He lived. She saw the folly of her ways.
Perk
+5% to replenishments within town she resides in.

As you can see, each officer has a small blurb about their past and a perk they bring to the table.

Probably not the next update, but soon as we get some initial combat UI art done, I'll dive into that. I'm still not sure when or what the next update will touch upon. :D 

Oh and watch Ben-to, man is that anime hilarious!