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TIGSource ForumsCommunityDevLogsWishmere – pixel brawler-fighter [out now on PC/Mac/Linux]
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CrayderStudios
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« Reply #40 on: December 24, 2016, 08:16:43 AM »

Our latest update has just launched! This update comes with 2 more characters, Duu Shen and Spritz, to spice things up in Wishmere.





Duu Shen is a cocky show-off who has insane offensive capabilities. He utilizes flames to char his foes and is the most combo-heavy character in the game. His Edge allows him to cancel any attack and dash quickly into any direction, providing limitless offensive opportunities. And the ladies love him.





Spritz has returned with a completely redeveloped moveset. He is a lumbering grappler that if an opponent is unfortunate enough to get within his reach, has devastating damage. But if the player is patient enough to use Spritz's Edge, he gains a shield that absorbs damage and gains some much needed mobility.

Lastly, holiday cheer has come to Wishmere as all characters now have a limited time holiday themed color palette. The Ice Wasteland has also started snowing and the treasure chests in the Base of Darkness have a chance to be replaced with a present!


Happy holidays from Wishmere!

For a list of all the changes, check out this post.
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« Reply #41 on: February 07, 2017, 05:53:05 AM »

Doubt is here! Our final character and the main antagonist in Wishmere is now a playable character.





Doubt is a devious, manipulative entity hell bent on bringing darkness to the world. He utilizes dark energies to control his opponent’s movements, forcing them to confront him face to face where he is strongest. His Edge places a dark cesspool of energy that constantly saps the life of his foe, complimenting his control oriented moveset.

We’ve also added a Tutorial mode, which will help players understand the various gameplay mechanics in Wishmere. This was something we really wanted to go in-depth with, as we wanted every player to know exactly what to do when playing the game.

This will likely be the final big content update before the final release of Wishmere, though we will still be fixing bugs along the way. The final developmental milestone is Story mode, which will not be available during the Early Access period. We’re very excited to bring you the final chapter to Wishmere!

For a list of all the changes, check out this post.
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CrayderStudios
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« Reply #42 on: April 06, 2017, 03:39:01 AM »

It's been a while away from the TIG forums, but we've been hard at work developing Wishmere. We've playing around with hitstop in our game and found nice balance that gives more impact to attacks and keeping everything 'readable' to players.


Previous hitstop


Current hitstop

Hitstop helps slow down the frenetic speed of faster games, so that players and the audience can decipher what is going on onscreen. It's normal for fighting games and some beat-em-ups to have this feature. Our previous hitstop was very very short. We based our hitstop timing around Guilty Gear Xrd Revelator.

For anyone out there that is developing a fighting game (or genuinely curious about the intricacies) check out the video below for a talk by Mike Z about Skullgirls fame. It's very informative and nice to hear the thoughts of someone else who has also developed a fighting game.



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Zireael
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« Reply #43 on: April 06, 2017, 04:19:17 AM »

The new hitstop looks much better than the old one  Hand Clap
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CrayderStudios
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« Reply #44 on: April 06, 2017, 08:29:57 AM »

Thanks Zireael! We've gone through a variety of iterations of hitstop to get it just right. We're really liking the impactful feedback attacks now give whenever you hit an attack, especially hard hitting Supers.
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« Reply #45 on: April 08, 2017, 06:20:43 AM »

Still chugging along, these past few days were spent sprucing up the dynamic lighting backgrounds / stages to finalize effects. We wanted each stage to have it's own identity and feel. Check out the difference:


Old dynamic lighting


New dynamic lighting

We intend to go through all the backgrounds and rehaul the dynamic lighting for each environment. We love the new lighting, though the challenge here is to keep each background unique and set its mood without hampering the gameplay!
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« Reply #46 on: April 13, 2017, 06:38:16 AM »

Quick update here. We've been working on polishing up the rest of the backgrounds and got a work in progress here for the space background:


Old dynamic lighting


New dynamic lighting

As with the Nexus background, we want to add a unique mood and feel to each stage. For this one, we wanted it to seem like a sci-fi planet, but gave off an eerie vibe. It's a work in progress, so it might (likely will) change in the full version of the game.

Also, edited the first post to include our latest progress with the game!
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« Reply #47 on: April 22, 2017, 06:51:42 AM »

Been away for a couple of days and have been working hard on doing up the dialogue system for the Story Mode. It's working quite well and we should be able to show some of it in a future update.


Also, we have just finished the final background for the game: its the final stage of the game! It's called the Shadow Plains and its an alternate dimension where the main badguy resides. All stages have been reworked (lighting wise) too. Hope to show that off later!
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CrayderStudios
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« Reply #48 on: April 27, 2017, 08:02:33 AM »

With all the stages reworked, we've jumped into completing dialogue and 'cutscenes' for Story Mode. It's lore heavy and for players who like a little more story behind their action games. If not, you can easily just skip the cutscenes! :D

Bullies exist everywhere, even in fictional high schools


Lots of story stuff to be worked on and lots of bug hunting (oh man, that sounds so fun /sarcasm) and testing in the next coming weeks. I hope we come out of the bug hunting alive!
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« Reply #49 on: May 04, 2017, 09:03:50 PM »

Chugging away at those Story Mode cutscenes this past week. Every cutscene consists of dialogue lines, events which trigger off animations. Sprinkle in some timing differences and some pauses, and you've got a good way to spend your week! As every cutscene gets done, every stage is finalized too. Here's a gif of one of our bosses in the game, who goes by the name McGavin:

Punching things is what he does best

Stage 2 is completed (but its a secret!) and we're working on Stage 3 as we speak.
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« Reply #50 on: May 15, 2017, 01:48:10 AM »

Big update: all of Story Mode is complete and Free Mode is complete. Both modes go 7 stages, some stages have their own unique elements (like saving people for example). In Story Mode, each stage has a cutscene to build up the character's development and build on some lore.

Saving students is the 'unique element' in the school stage

Now, it's off to adding all the unlockables, bells and whitles. Then, it's internal testing and patching, before going to QA. Aaaalmost there.
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« Reply #51 on: May 21, 2017, 02:49:48 AM »

Dev is definitely getting more fun (especially since we're near the end)! Internal testing for Story Mode and Free Mode is underway and going well.

Finalizing dynamic lighting for certain attacks

Changed the hitframes of this one to make it look more impactful

We've also added a few gameplay changes to the game that have to do with defensive options, namely recovery when grounded. We've played with hitstun, hit frames and lighting on characters to make every look as best as possible. And that reason is... because we've got a free demo coming out within a week! We'll reveal the details of what will be in the free demo soon!
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« Reply #52 on: June 04, 2017, 02:17:04 AM »

Getting everything set for our upcoming free demo. It took some time, but it's finally coming! One big thing we fixed was some problems from adding in moodier lighting. Moodier lighting was achieved by turning on HDR boolean on the main camera. This addition clashed with our distortion effects.

[]
What the heck is going on here, camera?

To fix this, we edited the pixel perfect camera to allow the main camera script for transparency for distortion. And all was fixed!


Making the neat kind of distortions

The demo is all loaded up on Steam and is awaiting approval of the Valve overlords. Release day for the free demo is set for June 5, so it's almost here! Hope to hear some thoughts on the game!  Smiley
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« Reply #53 on: June 05, 2017, 10:20:40 AM »

Good news everyone!  

We've just release a  free demo for Wishmere on Steam! You can get it on the Steam store page (just look on the right column where it says "Download Demo"). The demo version has: 1 playable character (with all 13 colors), Versus Mode (2 stages available), Training Mode, Tutorial Mode and 2 challenge maps. We wanted to give everyone interested an opportunity to play the game and try it out!

Also, do check out a versus match my teammate and I played recently!




Do check out the demo and let us know if you've got any feedback!
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« Reply #54 on: June 16, 2017, 11:26:01 PM »

Been a crazy week or two. First, the demo launched (dev work and reworked Store page) and then we had to get a match video recorded. Biggest thing to happen this couple of days: we were covered by fighting game website Shoryuken! Having been going to that site for nearly 20 years, it was such a surreal feeling to see our game on SRK.

With the demo launched, players tried all sort of fightsticks and controllers, which really put our game's support for controllers to the test. Unfortunately, we ran into a lot of unsupported controllers Sad.


Inbuilt device detector

Lucky for us, we launched a hotfix that included lots of 'controller profiles' and also had an inbuilt device detector. The device detector lists the exact name of the player's devices used in Unity and that'll give us the ability to create a profile for the device.

Looking forward, we're wrapping up all single player content (from game modes to unlockables!) in the coming week, then its working character movesets and system mechanics to get the game balanced!
« Last Edit: June 16, 2017, 11:32:47 PM by CrayderStudios » Logged

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« Reply #55 on: July 22, 2017, 06:47:04 AM »

Sorry for being away from the thread, we've been all-out crazy dev mode on this game in recent weeks. As we've been nearing the end of development for Wishmere, we've been putting on the finishing touches and polish.


Giving players the freedom to combo

One of the things we've added is new moves and new mechanics. One of the mechanics is a jump cancel in air-combos. It will open up combo possibilities and give freedom to the player, which is something we've really strived for: player creativity and freedom.


New move for our hero

We also added in new moves for the characters and changed up move properties. This will bring out the character meta and hopefully round out each character. Some new stuff and gifs coming soon!
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« Reply #56 on: July 28, 2017, 10:18:26 PM »

Some good progress these past days. Sprited and implemented all the taunts in Wishmere (that's 7 per character, with 7 characters total. 49 taunts!). They're at varying degrees of 'coolness' depending on the rarity of attaining it. We tried to bring out the personality of the characters for each taunt, so hopefully that's evident!


Confidence or arrogance?

Just some QA and polsh to go and we're all set.
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« Reply #57 on: August 06, 2017, 12:13:12 AM »

Doing our own little QA and polishing before sending a build off the QA guys. It's a little daunting to go through your entire game and try to look at every corner and crack there is! Even worse if you have a couple of modes of play instead of one. As we go, we're polishing up menus, sounds and attacks.


Polishing super moves

Using the ol' organisation skills (which is really just stuff like tables & color coding), nothing fancy about going through a massive bug checking spree internally.
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« Reply #58 on: August 26, 2017, 10:00:37 AM »

All internal testing done! Crazy little bit of trivia: all our internal bugs totalled up to 20 pages! That's a really long headache and an impetus for a dev mental breakdown... But to a sadist, fixing 20 pages of bugs (that keep creeping up even if you think you squash them the first time) is like being at a theme park.

QA is also coming to a close and Wishmere is very very close to being complete. With most of the bugs gone (hopefully), it's just some last minute playthroughs, and a little bit of polishing-- then we're done!

Here's a gif of one of the Super moves we redid and are pretty happy with!

BEFORE:
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Hungry hungry vampire

AFTER:
[]
Gruesome and merciless looking
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« Reply #59 on: September 14, 2017, 01:56:58 PM »

Hey guys. That day has finally come: Wishmere is finished! Development has finished and the release date is September 26! We're releasing to PC, Mac and Linux.




Our launch trailer is here

Tons of new features like new moves and rebalancing for all 7 characters, new modes like Story Mode, Free Mode (plays like a beat 'em up) and the full Base of Darkness Mode (challenge maps with upgradable character-specific skills). It's got a mode in there for everyone (so I'd like to think Wink)

Do let me know if you've got any feedback! Do share the news and / or the trailer, we'd really appreciate that as we near the end of our 2 year dev journey with this game. It's been a huge pleasure Smiley.
« Last Edit: September 14, 2017, 02:03:16 PM by CrayderStudios » Logged

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