Showing posts with label Xbox 360. Show all posts
Showing posts with label Xbox 360. Show all posts

October 03, 2014

Building Terror





Over the last few weeks we have posted on individual aspects of the Sharks like the AI, Damage or the procedurally generated Animations. When we set out to do this next gen version we really wanted to raise the bar on the last version, not only just to blow peoples expectations Out of the water ( brilliant pun )but also to really push ourselves and see what we could achieve. We close this week off with Shark Attack Deathmatch in such a awesome state. The sum off all these small individual parts really came together this week and we were able to see how special it is turning out...special and terrifying!

A really cool feature that was added to the sharks behaviour this week is the "side bite". As the sharks swim past you they will twist their head to the side and snap at the player to try rip out a chunk of flesh. The addition of this behaviour really builds up the jump scare factor, even when side bites miss seeing the teeth and hearing the rush of water lets you know how close you were from being torn apart, it leaves you with a unsettling feeling.

On top of the Rag Doll system we have in place for the sharks death, Ed whipped up a great dissolve effect that removes dead sharks from the map elegantly ( before we would just make them vanish instantly). Its a small touch but really adds to the polish.

This week i started on the first official map, all the screen shots you would have seen before have been from our test map (these were mostly test assets that were thrown together to test functionality or are assets from the first game). I will share more details of the new map next week and cant wait to start showing off more screens and videos. The map should take around 2 weeks or so to wrap up.

September 19, 2014

Finding Nemo

Even though its a small blog update update this week we made massive progress

The actual Great White Shark attacks are in and they look/sound pretty dam disturbing.
We really wanted to capture the horror of an attack, after watching tons of youtube videos of great whites biting things and taking some cue's from great slasher movies we very proud of how its turned out. Next week we wrap up the other species.

Along with the attacks we also managed to also get a great new damage system up and going.
Damage on sharks will be location specific so if you shoot it in the face you will see the tear up around the nose, a shoot to the gills will slice them up horrible.. This is a big improvement over the first shark attack where we only had 3 damage points (and they were random).

It doesn't end there (Like i said it was a big week), we added 7 types of reef fish  into the test level, got them all rigged up skinned and textured including a little clown fish so when you are not getting Murdered by sharks or shot up by your friends you could be finding Nemo.

That's it for this week, we have a Beerfest to go to!. Next week will be a big one as we start moving into crunch phase.

September 12, 2014

Great Whites Ver 3.0


We close off this week with some big milestones under our belt. Our animation system is back up to speed with all the issues we were having with it all but gone and its much quicker to get new creatures into the game now. The sharks animations will be procedurally generated and take into account movements made in the environments ( so when sharp turns are made the tail reacts appropriately).

After rigging up the Tiger Sand Shark (Ragger Tooth) and with the new animation system we were completely blown away, its incredible to watch as it eerily moves through the test scene. We also tested out a new Shader for the shark skin and the results are also amazing. With the bar being raised on the Tiger Shark it led us into a rather annoying problem....the great whites we had done in the beginning of this next gen upgrade were good and we loved them but next to the Ragger Tooth they were not great ( pun intended). So i ended up reworking them completely (model, texture, skinning and rigging). Despite having tons of reference photos its extremely difficult to capture the balance between a fast agile shark and one which looks intimidating and scary in the game. I think i went through about 5 revisions before we nailed it completely. Its was a frustrating process and one we did not plan for, but man oh man does it look awesome now and i am so glad we did it.

Next week the biting morph targets will be added as well as the effects around when a attack takes place. We have some really cool ideas on how we can push the suspense and horror elements during shark encounters, i cant wait to see/hear how it turns out.

September 05, 2014

10 Ways to Skin a Shark



This week ended up being an extremely frustrating one, we made progress, but it was more like baby steps as opposed to the big leaps and strides we made throughout August .Every Monday morning Ed and I have a quick stand up meeting and plan out the weeks tasks get them down on a white board and use that to update our project tracking system in more detail (we use Pivotal Tracker). It might seem a bit overkill to for 2 guys to be using a tracking system but we have found that it keeps us motivated as we close off tasks, helps us get a better idea of the mountain of work we need to get through and is also a great place to track our bugs.

Ed had hoped to wrap up the Great White Shark Attacks this week but unfortunately we decided to move that out to next week. A major reason for this is that we need relook at our animation system.
It currently looks absolutely amazing but its very difficult to setup so making tweaks and adding new sharks means a lot of rework/work.We got some great idea's around and should allow us to surpass the old system.

I spent a large portion of the week setting up Bones and Skin Weights for the Tiger Sand Shark.
Turns out there are more ways to skin a shark than i thought, After watching some great tutorials i am a lot more comfortable with a technique called weight painting and weight blending. It really is powerful and now i am able to get great fleshy rolls and smooth bends around bones/joints that i wasn't quite nailing before.

So what did we manage to get done this week. We managed to optimise the lighting system we have in place and get it running back over the 100 FPS mark with no loss in visual quality. We got the Green Sea Turtles in this week along with our Leopard Eel. Both look incredible and add so much life to the scene. We also managed to knock off some annoying bugs and get the game back to a stable build.

Next we plough ahead with the new animation system, wrap up the shark attacks and add the Sand Tiger Shark to the game.

December 24, 2012

Shark Attack Deathmatch ver 1.2 Released!

We just started rolling out ver 1.2!

Here is the change-list:


Main Features
- New Map (really awesome design to this map, and great visuals)
- New Survival mode for the new map (includes a very different type of shark, you'll have to wait to see)
- Performance improvements (game runs better, much less dropped frames)
- Network code improvements for the Sharks (huge improvement in both speed and accuracy)
- Huge performance gains when blood is on screen (game doesn't stutter anymore)

Minor Updates
- we now hide the cross hair when swimming fast
- the timer will continue to countdown even if you the only person left in the session (provided you actually had at least one or more kills before everyone left)
- When searching for a session we now display 12 available sessions instead of 8 (you can also see which map the session is currently playing)

Bug Fixes
- in Survival mode the game crashed when levelling up
- Shark Attack music playing when sharks are turned off
- Sharks not syncing nicely over network sessions (which lead to sharks popping up out of nowhere and suddenly changing direction etc..)

December 11, 2012

New Map for Shark Attack ver 1.2

coming soon...
don't forget you can follow us on Facebook for more up to date announcements.




November 29, 2012

Shark Attack Deathmatch ver 1.1 released

by now version 1.1 should be live everywhere... here is the official list of changes:

  • updated physics engine (bug fixes, memory issues)
  • knife - when you hold the knife button down and let it go it now counts as another attack (before only the initial slash did)
  • pressing X reloads the speargun
  • screensaver - new in-game menu screen
  • screensaver - can turn on/off the music now
  • screensaver - can turn on/off the clock display
  • bug fix - Some players had a Null exception when leveling up
  • bug fix - now resets the speargun ammo when restarting survival mode
  • bug fix - gun is not bloody anymore when re-spawning after just knifing a shark or player
  • bug fix - Survival Mode - Shark Kill count is reset when starting new round (if you survived 10 min)
  • bug fix - If you accepted an invite to a game whilst in the Network menu the Game Menu would still display whilst playing the game
  • improvements - join session speed improvements
  • improvements - overall less network traffic (better over slower connections)
  • improvements - The game loads up faster (by about 6 seconds)
  • gameplay changes - players swim slightly faster now
  • gameplay changes - oxygen doesn't burn up as quick when speed swimming
  • gameplay changes - speargun reloads quicker now
  • gameplay changes - spearguns spear travels faster now
  • gameplay changes - hitboxes for divers and sharks have been increased slightly
  • gameplay changes - sharks cause slightly less damage on attack (but still just as deadly, but attacks last a little longer now)
  • gameplay changes - aiming has been tightened up a little
  • multilpe maps - all the changes to support multiple maps have been included in this build as well (ready for ver 1.2)

November 26, 2012

update on the new map coming in ver 1.2

Here some screenshots taken of the new map:





November 25, 2012

Shark Attack Deathmatch - Survival mode & oxygen

A lot of people are battling to find the oxygen packs in Survival Mode.
It's at the bottom of the cliff (below where the health pack is)
In survival mode there is only 1 oxygen pack, in Deathmatch mode there are 4 oxygen tanks.

Hope that helps!
Good luck, and happy shark hunting!

November 20, 2012

Shark Attack Deathmatch - version 1.1 changes

Since releasing Shark Attack Deathmatch on Xbox we have been listening to your feedback and working on some improvements & bug fixes.
So far we have made the following changes and new features, with still more to come for this release:

  • Updated physics engine (for improved performance)
  • Currently if you hold the knife down and then let it go it doesn't count as a slash.
    Now both the slash left & right will count as attacks which should make it a little easier to knife an attacking shark as well as other divers.
  • Pressing X will now reload your gun
  • The Screensaver mode has a re-designed option menu (can now turn the music & clock on and off)
  • Player now swims about 5% faster
  • Player now 'sprints' about 10% faster
  • Aiming speed has been tweaked to make it easier to aim
  • Sharks don't do less damage know, so you have a bit more of a chance of getting away
  • The speargun reloads much faster
  • The speargun spear now travels faster
  • You don't use up as much oxygen when sprinting any more
  • Game Load times are now faster (was about 20 seconds until the start button displays), now its about 12 seconds
Current Bug Fixes
  • Some people were experiencing a Null Exception crash when the scoreboard was showing
  • Ammo is now reset when re-starting any game mode
  • Knife is not bloody any-more when you respawn just after knifing someone
We are currently busy adding a new level which will feature a Pirate Shipwreck,
here are some initial screenshots at the prototyping stage of the level design.
Note there is no lighting or any other effects applied to these models yet, the final version will look a lot better!




Keep your ideas and comments coming in! We make sure we read every single one!
You can comment here on this blog, or on our Facebook page, or even follow us on our twitter accounts:
Developer - SniperED007 and Aritst - WargodWales

Thanks again for helping make Shark Attack Deathmatch one of the highest rated games on Xbox Indie ever, as well as one of the Top 10 selling games on the service!

November 09, 2012

Shark Attack Deathmatch - everything you need to know!


















Shark Attack Deathmatch is a Xbox Indie Game, currently their are 3 different modes
  • Deathmatch (your classic free for all online deathmatch)
  • Survival (10 minutes to survive and kill as many sharks as possible)
  • Screensaver (saves you a trip to the local aquarium)

Tips & Tricks

Oxygen - whilst swimming around you will use up oxygen, in Deathmatch there are 4 locations where you can pickup an oxygen tank which will restore your oxygen back to 100%.
There is one at the base of the cliff, on the 2nd floor of the ship, inside the aeroplane, and one hidden in the main centre rocks (I'll let you find that yourself).
Oxygen burns up much faster when you are swimming fast (i.e. when holding down the left analog), so if you running low on oxygen DON'T swim fast!

Health, there are just 2 health packs in the level, each one gives you a 25% health boost. They can be found at the top of the cliff (just above the oxygen) and near the rear of the ship on the sea floor.

Weapons
Currently there are 3 weapons: 
  • Speargun: Unlimited ammo, damage varies between 45 to 100% damage
  • Knife: The knife does 100% damage
  • Stun Grenades: Blinds nearby players for up to 20 seconds (they have to be looking at the grenade at time of explosion in order to be blinded) Use the Right Back button to throw a grenade.

Sharks

Sharks will from time to time hunt and attack a player. Sharks can be killed, it takes around 3 hits with a speargun to kill a shark. And shooting a shark will definitely anger any other nearby sharks and they will join in the hunt. If you are attacked by a shark your best bet would be to swim fast directly up or down, or find some form of cover.

Future Updates

Post any suggestions, requests, bugs etc... on our Facebook page - Facebook.com/SharkAttackGame
And be sure to like the Facebook page to keep up to date on new updates!

If you are still deciding whether or not to get this game, then checkout this review:
http://retrospiritgames.blogspot.co.uk/2012/11/review-shark-attack-deathmatch-xbox.html





October 10, 2012

Shark Attack - Gameplay Video

Here are two gameplay videos:

October 02, 2012

Shark Attack - Deathmatch

Here is the first public screenshot of our new game coming soon...
Follow us on our Facebook page for to get the latest screenshots, videos and info!



September 03, 2012

Comedy Night version 1.2 is now live!

The next time you launch the game you should be prompted to download the free update.
Hope you like the changes! And let us know what you would like to see in the next release.

Big changes in this release:
 - Halved the game loading time!
 - Professional Sessions are now Single Mic stages with voting turned off!
 - Lots of bug fixes


August 27, 2012

Comedy Night ver 1.2

Comedy Night version 1.2 is ready to be submitted to Microsoft, here is the change list:
  1. Reduced the game loading time from 20 seconds to just 10 seconds
  2. Fix bug where you were kicked out of a session saying "Session is full"
  3. Halved the volume of the buzzer and kicked off stage sfx
  4. Fixed the volume of some of the crowd sfx playing really loud
  5. Fixed issue where some of the crowd sfx weren't playing all the time
  6. The performers head movement doesn't flick around so much over slow connections
  7. The Blue Screen is now black and displays much more detailed information about the error
  8. The Host in a Professional Rooms will be able to kick any player
  9. Add a single mic stage
    1. Professional Rooms are single mic stage with no voting
    2. Amateur Rooms have 2 mics and voting enabled
  10. You have to wait 8 seconds now before going back up on stage to prevent people from hoping off & on to avoid votes
  11. You can now only vote once every 45 seconds to prevent voting abuse
  12. You can now invite everyone of your friends that are online into the game with one button press

August 24, 2012

Comedy Night - ver 1.1 Released!

Version 1.1 has just being published, the next time you launch Comedy Night you should be prompted to download the update. It might take a few hours to roll out across the world so try again later if you don't get it the first time.

Here is a re-cap of the changes:
  • Added ability to search for all show types from one place
  • When searching for sessions to perform it won't show session that already have 2 performers
  • You can now go up on stage from the crowd without having to leave and re-join the session
  • You can now join the crowd if you up on stage without having to leave and re-join the session
  • We now visually show a chat icon above the avatars who are talking in the crowd
  • We now have 10 different options you can perform in the crowd (previously it was just 2 with Cheer & Boo)
  • As a crowd member you now have the ability to vote off performers!
    • Takes 3 audience members to vote off a performer
  • We now always display if the audience chat is enabled or disabled and changed the wording to make it easier to understand
  • Decreased the volume of the cheering and boo'ing sfx volumes a bit
  • Fixed a bug with enable/disable audience chat not working for players who join after you have changed the setting
  • Fixed a bug with the custom music playing on top of the game music if left back or right back button was pressed
  • Fixed two code 4 bugs
  • If the game does crash you will now get a description of the error so you can send it to us and we can fix it

Looking forward to the show! And if you got any ideas for the next release add a comment below or let us know on our Facebook page. 

August 16, 2012

Comedy Night - version 1.1 coming soon!

We are currently busy finishing up the free update for Comedy Night, we are making the following changes:

  • When searching for sessions to perform it won't show session that already have 2 performers
  • You can now go up on stage from the crowd without having to leave and re-join the session
  • You can now join the crowd if you up on stage without having to leave and re-join the session
  • We now visually show a chat icon above the avatars who are talking in the crowd
  • We now have 10 different options you can perform in the crowd (previously it was just 2 with Cheer & Boo)
  • As a crowd member you now have the ability to vote off performers
  • We now always display if the audience chat is enabled or disabled and changed the wording to make it easier to understand
  • Fixed a bug with enable/disable audience chat not working for players who join after you have changed the setting.
This update will go into testing on Monday night and will hopefully go live later next week.

Hope you like the list of changes! It's been great watching the shows and getting feedback!
Don't forget to rate Comedy Night on Xbox and tell your friends about the game!

August 13, 2012

Comedy Night goes live on Xbox!

Our new genre defining game "Comedy Night" has just gone live on Xbox.
If you enjoy watching comedy and discovering new talent or if your an aspiring comedian with an ability to entertain then this is a great game to show off your talent in front of a live audience!
Download the free trial here.

Don't forget to follow us on our new Comedy Night Facebook page as well.


And no, the guy up on stage isn't actually the creator of the game, just some guy having some fun :)

August 01, 2012

Comedy Night




We've been busy on a new title for Xbox called Comedy Night, if you enjoy watching comedy and discovering new talent or if your an aspiring comedian with an ability to entertain then this is a great game for you to show off your talent in front of a live audience!

Here are some in-game screenshots. The game will be available for download within the next few weeks.
Follow me at @SniperED007 on twitter for the news on the release date.


June 04, 2011

Trigger Finger

Announcing our new game we are working on "Trigger Finger", below is the boxart. We hope to release the game withing the next 3 weeks, keep a look-out for it on Xbox Indie games, or if you haven't already, become a Facebook fan and get notified the day it's released. Click the Like button on the right hand side of this page to become a Facebook fan.