Monthly Archives: April 2013

Don’t tell the Feds, but We’re Making Guns

We’ve started making guns to be spawned at random in our test build, and are having a lot of fun with them. Below you can see a portion of them.

Pistols Gallore

Pistols Galore

Most are rather simple and will have names like “Green Repeater” or “Silver Revolver” and these will have some portion of randomized stats. For the moment they will be randomized to a certain damage level or firing speed or bullet velocity that falls within the parameters we give it. Eventually these values will be related to the player’s progress, meaning that the loot will scale appropriately and stay relevant for the player.

You don't need a permit for these.

You don’t need a permit for these.

We also have some special guns like the “The Scoundrel , “Blossom Bloomer”, and “The Golden Gun”. Some portion of the stats for these items will be random, but they will be designed by us with some sort of special effect, such as sprouting cherry blossoms all over enemies, or turning them to fight for Poe as a temporary ally. We’ve got a lot of great ideas for the guns and we can’t wait for you all to see them in action.

On the programming side we discovered an interesting quirk that Unity has, in that it doesn’t like working with sprites where one dimension is 1 pixel (that is 8 pixels high and 1 pixel wide or visa versa). It will stretch the sprite so that the single pixel side becomes two. This just means we had to add an invisible buffer on the side of the sprite to keep the dimensions from making Unity go sour. Apparently it can handle 1×1 (yes we have single pixel loot) sprites just fine. Who would’ve thought?

Poe, in Direwolf form

Poe, in Direwolf form

Other than that we’ve been working on some new attack animations, and prepping some new art for our Kickstarter page. We’d also like to remind everyone that we have a subreddit for EDGAR, and would love for you all to use it as a place to watch more of our progress, as well as talk or share with us whenever you like.

– Wrought Iron Games

A Programmer’s Perspective

Hey guys! Our writer is out of town this week doing some hands-on research for us in London (Jack the Ripper, anyone?), so I’ll be filling you in on our progress as of late.

Insert usual witty comment here.

Insert usual witty caption here.

Good news is, we’re full steam ahead! We’ve gotten ourselves into a real nice place development-wise and have been flying through our collective to-do lists. It’s truly amazing watching everything come together. We’ve been adhering to a rigid one-build-a-week schedule (or more, if I’m feeling particularly prolific), which is helping us a great deal to see exactly where our weak points are and get them fixed. But these builds do a lot more than that for us, personally. We’ve come a long way from our early gameplay video and, quite literally, everything on the programming side has been rebuilt from the ground up, resulting in builds that I tend to actually get lost in. The original build was, let’s face it, pretty boring. The movement was wonky, the combat was basic (and very limited) and it was not particularly impressive beyond that amazing scene our artist created for the video (and, man, that music!). I was a little overwhelmed at the time with the thought of how much work we still had to do, how much room for improvement there was. While we didn’t receive any particularly negative reviews on the video as it was, in fact, rendered after only one month in development, as the sole programmer I noticed all the small things and they irked me. I created a massive list of bug fixes and, after checking it twice, decided instead to redo it from scratch. Now, I am overjoyed to inform you: it’s gotten better.

Much, much better.

Much, much better.

Right now, we’ve far surpassed where we were in that video and our project is truly molding itself into a real, playable game. With each mechanic we include we become more confident that we have what it takes to get EDGAR into your hands. Each Foe we add makes us excited to learn their tactics and kill them. Each item of loot we add makes us yearn to equip it and utilize its stats and abilities.

You sure that's loot, Eddie?

You sure that’s loot, Eddie?

As we push closer to our Kickstarter campaign we are gaining more and more momentum within the team, with no plans on slowing down any time soon. Our artist continues to blow us away with his characters and environments, our sound designer is breathing life into EDGAR, and our composer, well, it is John J. Harvey.

Thanks for catching up with us! Until next week,

-Wrought Iron Games

Move Your Body

“Animation is different from other parts. Its language is the language of caricature. Our most difficult job was to develop the cartoon’s unnatural but seemingly natural anatomy for humans and animals.” 

– Walt Disney

Writer’s Block

Let me preface this post by saying that I am not an animator. I have very little experience in animation, and have been picking up this side of things in order to give our artist more time on creating content. That said, lets talk a little about some of the things we’ve been doing lately.

What a waste of good whiskey.

What a waste of good whiskey.

Above you can see a portion of the animation for one of an early level Foes – the Whiskey Tosser. This is a ranged enemy who harasses Poe from afar by chucking bottles of whiskey at him. He doesn’t have much health, but when the player’s focus is on closer enemies, he can be a constant annoyance until he’s taken care of. Though the image above isn’t complete, it gives you an idea of what the attack animation will look like. The Whiskey Tosser reaches into his coat, procures a bottle and hurls it towards the player. He’ll occasionally take a swig from the bottle as well. The bottles will be independent objects, hurled through the air, in engine.

Eventually the whole scene will be filled with fair attendees.

Eventually the whole scene will be filled with fair attendees.

We’ve also been working on getting some animations prepared for cutscenes, as well as our Kickstarter video. These animations are currently being played as gifs created in Photoshop, but once they are added to the game, we will be able to control the speed of the individual frames to a much greater degree. As you can see in the animation above, a lot of our animations require us to create the illusion of movement with very little room. Her face is only 6 pixels across, and the parasol doesn’t look very good unless its perfectly level, or perfectly diagonal. It’s a fun challenge, and we are quite happy with the results.

So that’s just a portion of what we’ve been working on this last week. Our testing build is coming along nicely, and we have a handful of new sounds we plan on incorporating soon. In the meantime, check out the video below for more animations, as well as a sample of some of the loot.

As always, thanks for reading! Let us know if you have questions!

– Wrought Iron Games

Late Night Thursday Post – Back in the Swing of Things

To any of you who may have been curious about our silence as of late, I assure you, we’re all fine here. How are you?

To those who weren’t worried, you’re probably following us on twitter @EdgarAllanPwnd where we have been having a little more activity. The truth is, outside forces brought work on EDGAR to a slower than desirable progress, and instead of posting about the little we had done, we’ve been using every moment possible to do what work we can. Moving, work, and other facets of this thing called Life can make volunteer projects difficult at times. But enough about that, here’s what we have going on.

Straight out of an English class

Straight out of an English class

We’ve been generating more artwork for our Kickstarter page. Above you can see a lineup of some of our literary characters, and below you can see a compilation image of some of our assets, especially loot.

I like the middle one.

I like the middle one.

Programming-wise, we now have a temporary game menu, the ability to choose several different levels, loot spawning randomly, bat chasing and attacking the player, steam bursts doing damage and knocking the player back, water particles flowing, ink spent on weapon attacks, punching attack that do not consume ink, and a handful of others stuff. All this is to get the game to a place where we feel comfortable hosting a browser-based demo that will be available during our Kickstarter.

Additionally, we’ve been generating new sounds, prepping an awesome Kickstarter video, and finding even more ways to improve the game’s story.

I apologize if this post was a little brief and rather unfocused, but this was just to get back in the swing of things. We’re going to return to our weekly updates where we’ll be going into certain topics more in depth. As always, thanks for taking the time to read and let us know what you’d like to know more about!

– Wrought Iron Games