Hey Hey Pirateers! I've got a new playtest for you guys. This is mainly just showing the brand spanking new tentacles that Raveen posted about. This is also showing off some of the new textures. Disregard the yellow, that is going to be updated later on.
Although I wonder about the amount of content on original release; the tentacle does look amazingly cool.
Sorry guys we have been away for a little bit. Been busy with real life stuff which you can hear about in our newest developer diary! Hope you all have a great weekend!
Hey there LOLavi! Thank you for the awesome comment! We were hoping to submit by June 30th, but things are taking longer than we anticipated. This is our first game so we weren't completely sure about our timelines. But our next goal is July 30th submission.
You guys are doing a damn fine job! Keep it up. It's really neat to see the conception process of your creation, through to it's AppStore birth. Curse of Kullvaria's looking fantastic. I'm really excited for your game. The theme looks to hit all the right nots, complemented by the excellent textures and art direction. Kudos, to you two. Thanks for sharing your process within. It's a gift.
Yup, as Michael said, we're trying for July now. And thank you as well for your comment. Hey Pacificsun0491! Thank you so much for your kind comments! We're really glad that people like watching the development. We're having an awesome time making this game and we're both learning so much about our abilities and pushing them further! Thanks again! More updates to come today! I finally fixed an issue with the tentacles (well, one of them anyway.)
Hey Pacificsun0481! Thank you so much for the wonderful comments! It really motivates and inspires us when folks send us wonderful questions and comments. We really love interacting with you guys and hearing what you like and don't like. We are really happy that folks dig our updates. We wanted to show everyone the process and let them see that we aren't resting on our laurels. Cheers!
Hey Chums! We have another sweet playtest for you great folk tonight, we are showing off the incomplete tentacle animations! Really brings the scene to life I think. Let us know what you think!
You guys are really making a good progress and I have a feeling that this is gonna be better than pirates treasure(also a twin-stick pirate themed shooter) And also those tentacles reminds me of worm3d
Hey Redskull97, Thank you so much and we really hope you'll enjoy the game when it's out! Well, I haven't played worms 3D, though, I'm tempted to go check it out now! Thank you very much AN.momo!
Hey Redskull97! Thank you so much for your comments! The tentacles still have a ways to come before we are happy with them. Thank you AN.momo! We really love that people are enjoying watching our progress. You guys are awesome!
Hello everyone! How are you guys and gals doing today? Just wanted to put up some character renders for the Bramblemen and Hugo!
Wow those are really good! I think the dart guy looks awesomest Are they gonna look like that in the game?
Hey Cmdr_Overscore! Thank you so much! The Dartman is my favorite also So, I have a question for everyone! What kind of questions do you have for us? We have some blog posts in the making, but I would really love to dedicate a few posts to any questions that the community has for us. Thanks!!
The character renderings are nice but I'm not sure about the white undefinited bramblemen body detail. It either looks abstract/creepy or cheap/incomplete; I'm not sure which right now but leaning towards incomplete. It feels like a green screen suit or generic body cast. I think adding a few more details might help the design pop more. Maybe it would help to see them in action against a color rendered backdrop. Hugo looks top notch.
Hey Cmdr_Overscore, Thank you so much! Well, those are the game assets, the character models and textures are from the game. So, yup, they'll look like that for the most part, except there won't be any blur or anything in the engine and the lighting will be different of course.
Hey undeadcow! Those are some great observations! Though we have specific reasons for keeping their body simplified. Allow me to explain. The first, and most important, reason instant recognizability. What matters most in the Bramblemen design are the masks. The mask will signify to the player what enemy type is currently chasing and or attacking them. With that in mind the player can then more easily and readily make split second decisions on how to proceed. Players must be able to track the different enemy types out of their peripherals, and that requires a strong silhouette on each enemy type. The second reason is due to engine and platform restrictions. It would be nearly impossible to attain a level of detail to warrant any kind of real skin texture. Or to believably pull off fingers/toes/etc. Third, we want to keep things cartoony. We are trying to utilize bold colours and shapes. We want to keep everything fun, fanciful and playful. And finally, there comes a point in development (of any kind really), when you need to say, enough is enough, and move forward. This reason alone constitutes most of the issues players find with major release titles. IE, floating objects in Call of Duty. At some point you have got to weigh the importance of a thing. Spend more time on a little issue or work towards your actual impending deadline. We had actually thought of and tried out different body shapes/accessories but felt that we didn't want to introduce too much too soon. Simplicity also leaves room for players imaginations to take effect, they can then fill in the blanks, making up new scenarios and stories. With that said, this does not mean that there is zero room for improvement, we are always conceptualizing new ideas for the Bramblemen. The great thing about their simplicity is that not only does it leave room for the players to create new stories and ideas, but it affords us, the creators, a lot of room to expand on their history, class, types, etc. Once again thank you so much for taking the time to write out your thoughtful post, it is nice to see that players care enough to take time out of their day (your day) to communicate with us in any fashion.