Thursday 26 November 2015

Game Trailer

Hey guys!

Check out the latest trailer for Scourge Of The Skies!





We've finished our work on Scourge for the time being. 

It's been a blast, and we're all very proud of the game we've produced over the last 3 months. 

Download a free copy of it here: 

Download (280.7 MB Zip Archive): https://github.com/patferguson/Storms-Project/releases/download/v2.0.0/ScourgeOfTheSkies-Gold.zip

Note that you will need an Xbox controller for each player who wishes to play.

Thanks to the dedicated followers who've supported us all the way.

And remember, always keep an eye on the skies! :)


Friday 20 November 2015

Build v2.0.0! Gold build

Looking shiny

Skipping beta release-wise, here's gold!
The game now has completed art assets and has been polished towards a smooth gameplay cycle. Enjoy!
Note that you will need an Xbox controller for each player who wishes to play.
Major changes:
-Finalised art assets.
-Polished gameplay cycle towards fun, short rounds.
-Fleshed out weapons powerup system.

Wednesday 4 November 2015

Games Week Debrief

Hi guys,

We've been very busy over the past fortnight.

A few weeks ago, we pushed to enter a Scourge of the Skies Demo into the Game Connect Asia Pacific (GCAP) Student Showcase.

GCAP 2015

We're very proud to say the we were lucky enough to be chosen from the many entries.

Along with 5 other student teams from around Australia, we presented our game at the GCAP conference on Tuesday 27th and Wednesday 28th of October.

We cleaned up our Alpha Build, and added a few new features to really spice up the game.

The new Whirlwind feature in Action (top left)

People who tried Scourge seemed to like the game. We really appreciate the feedback they had for us, and it was a fantastic opportunity for us to meet industry leads and professionals.

We presented a streamlined Instruction Tutorial as part of the GCAP build.

Our Cinematic Presentation was something we tried to highlight.


It was also awesome to meet other students from around Australia and share some stories with them.

I also finished the week with a visit to PAX, where I got to meet some more indie devs, see some cool student projects, and of course, try some upcoming Triple A titles.


Even though we're doing all this exciting stuff, we haven't stopped working hard on Scourge of the Skies. We'll have our Beta build up and running soon, and we'll be sure to leave a link to it here.

For now, you'll just have to keep an eye on the skies.

 :) Catch'ya Soon!

Tuesday 20 October 2015

Surviving Alpha

Hey guys!

It's been a while, and we've got some cool new changes to Scourge.

Scourge of the Skies Alpha Demo is available now.


For the last month, we've been heads down, working hard to add as many features as we could before our alpha deadline.

We're happy to announce that we've added some of the most exciting and most requested features to Scourge.

These include, the much requested mini-map and score indicator,

A GUI minimap and score indicator courtesy of Harry and Andy.

improved physics

It's now easier to fly without losing passengers!


and vehicle weapons/countermeasures.

The pink streak heading towards Player 1 is an 'fire and forget' Homing Missile.


Of course, to compliment these new additions, we've also re-textured and polished much of the art, changed player controls and added a streamlined tutorial to the game.

Our cinematic instructions make for a smooth tutorial.


Basically, the last month has seen us taking big steps towards making the game we envisioned. I couldn't be prouder of the team and the effort they've put in over the last few weeks. They really stepped up to the challenge, and I hope you guys can feel the difference when you play the game.

If you'd like to check out these changes, improvements and the latest gameplay, feel free to try our Alpha demo:

Download (136 MB Zip Archive): 
https://github.com/patferguson/Storms-Project/releases/download/v1.0.0/ScourgeOfTheSkies_Alpha.zip


4 Xbox controllers are required to fully enjoy the experience. 
We've still got a lot to do, and we look forward to showing you future builds. For all Scourge of the Skies updates, check back here, and keep an eye on the skies.

Friday 9 October 2015

Build v0.9.0! Pre-GCAP Student Showcase

Leaving the nest
Prepared a release entry for the GCAP Student Showcase awards. We've begun moving the game towards more party-game aspects.
Note that you will need an Xbox controller for each player who wishes to play.
Major changes:
-Simplified player controls, diminished roll,
-Made camera inversion match ship inversion.
-Added battle-mode style.
-Disabled player damage and repair for now.
-Made the passenger tray gooey-er.
-Altered the slipstream force, made it more gradual.
-Updated models with non-block-out assets.

Game Banner


Wednesday 23 September 2015

A Plausible Sky-World?



Lately, we've been looking into ways to breathe life into our game environments. Elouise's skybox and building assets have certainly taken us a long way from the greybox level we originally had, and the Airship models, courtesy of Harry, have added a great deal to the atmosphere.

However, we're still honing in on what makes this place come to life. Is this place plausible? What laws and logic apply here? Basically, 'how does our world work'? 
A Pirate Airship docked at a floating village. 
Row Deakins, and myself have been experimenting with a variety of ways to merge the core components of gameplay with the environment. This can throw up challenges, as our relatively unique game location doesn't provide us with much reference material. 

For example, imagine you are playing a dungeon crawler RPG. Upon entering a room, a portcullis may slam down behind the your character, locking them in. This is both thematically appropriate, and functional for gameplay. However, we don't have the luxury of being able to reference 16th century castles. We have to be more abstract in our approach to world design. 

Row found that placing Repair Zones inside hollow islands provided the player with an exciting navigational challenge.
Naturally, we've taken inspiration from a variety of different sources that depict sky-worlds. Everything from Jame's Cameron's Avatar to Nintendo's Skyward Sword has provided us with ideas. But now we realise that the world and its rules are ours to construct. We determine what is 'logical' and what is 'possible' in Scourge of the Skies. Some hard decisions had to be made.

Maybe we should call this sky village 'Anchorhead'. 
In the world of Scourge, islands float irrespective of gravity, but Airships stay aloft with big helium balloons. 
Wind fills the sails of our ships, but each village use electric generators for power. 
And dropping enough passengers into giant nets will get you a promoted to Sky King. 

Sound crazy? Sure. But with some creativity and determination, we might just make it plausible. 

Thursday 17 September 2015

Meet the Factions!


Finally, we get to unveil our Airship clans! In engine! With gameplay! 
These ships have been in development for a while, we're very happy to unveil them properly now! 

The Navy - Proud fighters, the authority of the air. 


The Tinkerers - Resourceful technocrats, scavenging the skyworld.

The Vikings - Violent marauders, warriors wandering the winds. 


...and, of course, The Pirates - Flying buccaneers, the scourge of the skies. 


We're very excited to have these guys in the game. They really breathe life into the skyworld and allow us to flesh out the world of Scourge of the Skies!  

Hope you guys like the look of our clans. We're aiming to have a new playable build up and ready in the next few days. Remember to keep and eye on the skies!






Saturday 5 September 2015

Slipstreams

As we mentioned earlier this week, we've implemented slip-streams and air currents to Scourge.
Slipstreams in the Unity Editor
This is thanks to our programmer Andy who designed and created them and our level designer Row who's built us some custom maps at the last minute.

The slipstreams are currents of air that carries away anything that enters them. In our Skyworld, both the player airships and the falling passengers can get blown away by them.

The trajectory of the falling passengers is changed as they fall through the green slipstream 
Basically, the slipstreams are a game changer for us, as they can speed up the action and provide 'channels' of play. It's cool, because with this, we can begin to provide the player with more navigational options.


We'll be putting up a new pre-alpha build once we've got a number of new features in. Until then, we'll keep updating and announcing stuff here. Keep an eye on the skies!


Wednesday 2 September 2015

Synaptic Feedback And Friends

Hear that sweet buzzing sound?
That's our controller rumbling across our worktable! We're happy to announce that we've finally got vibration in!
Feel the difference!
This is one of the new features we're working on this week.

We're also adding a winner screen, new art models, a co-op team game mode and the very exciting 'Slip-Stream' speed boosts. 

We've got a lot to do, but we'll have the next build up and running as soon as possible. Remember to keep checking back here, and keep an eye on the skies!

Monday 31 August 2015

Build v0.7.0! Post-pitch Prototype Iteration 3

Fire! The pink player's shots sail towards the yellow player.
In this release we continue to re-add in old game mechanics prior to the upcoming feature lock and to experiment with some new ones such as ship shunting. Our programmers have also began the process of refactoring and optimising the game post-prototype in order to get the game running as smoothly as possible.
Note that you will need an Xbox controller for each player who wishes to play.
Download (47.8 MB Zip Archive): https://github.com/patferguson/Storms-Project/releases/download/v0.7.0/ProjectStorms-v0_7_0.zip
Major changes:
-Re-enabled the ship cannon firing. Fixed several issues with this process.
-Gave the ship's cannons a shot cool-down.
-Added a shunting ability to the bumpers on the controller.
-Added a part repair zone.
-Tweaked and improved the prison fortress' colliders.
-Prison fortress warning light is now orange when idle then red when spawning.
-Lowered passenger terminal velocity to improve physics responsiveness.
-Made a all lerps/slerps/updates frame independent by using delta time that weren't already.
-Optimised several classes to use cached component references instead of game scene hierarchy lookups.
-Refactored code to improve clarity.

Airship Ahoy!

Hopefully it's obvious that we're making Scourge of the Skies because we really like Steampunk Airships.

With many fictional and popular culture references to take inspiration from, we actually had initial trouble honing in on the exact model of an airship we wanted, as there's so many styles and variations to choose from.

But our lead artist Harry soon compiled a great collection of concept art, and quickly came up with a groovy design that combines the best of pirate ships and zeppelins.


Our airship uses balloons for balance, and a sail for movement, a propeller for speed and boosts, and a rudder system for tight turns and navigation.

Once we found what we were after, Harry quickly took the airship from concept to in-game model, and has since worked consistently to update and adapt the vehicle to match and enhance this core feature of the game.

Check out some of the iterations that it's gone through over the past few weeks:





Of course, great art like this is never truly 'finished' and there'll be more updates to the S.S Player 1 before we finish Scourge of the Skies.

To see more of Harry's work and the developments on Scourge, be sure to keep an eye on the skies and check back on our progress regularly!

Saturday 29 August 2015

R & D

This week marks the beginning of our month-long research and development phase.

One of the cool things with a game like Scourge is it's creative reach and flexibility. Since we've had our prototype approved, now is the time for us to start fleshing out the game.

Previously, we've focused exclusively on the core of the game - now we get to look at doing all the exciting juicy things we've been talking about for ages!

For instance, a much requested 'Team' game mode (2 v 2) seems like a natural extension of our existing 4 player Free-For-All, so we'll be looking into that soon.

Yellow team.
Similarly, we've just begun implementing airship destruction to the vehicles. This means that the balloons that stabilise the player's ship can be popped - and this will effect the player's movement.

Green player is tipping to the side because they've lost their port-side balloons.
Unfortunately, we don't have unlimited time to experiment with this cool stuff, so we have to plan out what we really, really want to achieve, and stick to it.

SO MANY FEATURES - SO LITTLE TIME!!!

Friday 28 August 2015

Pipeline

This week, we're happy to welcome our newest member, programmer Andrew.

He comes to us with high recommendations, and we're glad to have him on board.

We've leapt upon the opportunity to have him play-test the game with fresh eyes, and he's already given us some useful feedback.
We're always eager to get new- fresh play-testers trying out Scourge.
Now, we're keen to get him integrated comfortably into our workflow.

Naturally, this has got us examining our code base and in-engine structure - and let's face it, we could probably use a clean out!

Getting ready for our internal project review, we just threw things together- hence the term 'Rapid Prototyping'.

However, its the time for us clean out the old and unused code and make sure the project is neat enough to sustain long-term development, especially now with another programmer joining the team.

Think of it like spring-cleaning... except everything is written in C#... and that damn designer doesn't use proper coding conventions half as much as he should!

Thursday 27 August 2015

Build v0.5.0! Post-pitch Prototype Iteration 1

Immediately after the pink player rammed into the blue player, destroying their balloon.
Welcome to our first public preview version of the game! For this initial release, we began working through the feedback from the industry pitch.

Note that you will need an Xbox controller for each player who wishes to play.
Major changes:
-Added a first-pass iteration of ship part destruction. Players may lose their balloons and masts. Losing a part makes the player ship either lighter or heaver and in future will affect the handling of the ship.
-Restored player death, occurs when both of the player's balloons have been popped.
-Improved camera handling and smoothness.
-Refactored game states to reduce potential for bugs and improve performance.
-Implemented a new prototype skybox from Ello.

Wednesday 26 August 2015

Skybox For A Skyworld

Lately, we've been tackling a mountain of documentation and task allocation. While this stuff is really important, there's no denying that this is the unglamorous, boring part of game development.

So it was a really nice reprieve today when we got to try out our new sky-box, courtesy of our artist, Elouise.


She says it's still a work in progress, but already it really suits the style of Scourge.
When we got it running in-engine, it was immediately apparent how well it complimented our existing environment.

This is because Ello has also designed and created the floating sky islands, the houses, the windmills and a lot of the other iconic landmarks in our sky-world.


This is awesome, as not only does it have a cool cohesive atmosphere, but having this environment in the game early acts a nice visual reminder of the fun, cartoony style of game we're striving to make.

Cheers Ello!

Playtesting And Developments!

Over the last few weeks, we've been getting great feedback from our play-testers.

While the project is generally going well, some of the little things needed tweaking before we pulled back the curtain and unveiled the Scourge prototype to the world.

This screenshot was taken during one of our latest play-testing sessions:


If you look at player two's screen (blue), you'll see a cyan beam of light in the distance. 

In response to previous player feedback, we found it necessary to make player bases stand out at a glance, so we added gigantic colourful laser lights! Since then, players have reported navigation to be somewhat smoother. It's great that their comments can help us with our iterative design. 

The next screen capture depicts Scourge at it's most exciting:


Players one, two and three (purple, blue and green) are competing to catch the falling cargo. 
player two was going well, but player one has just rammed them, knocking their precious cargo overboard.

Ironically, player one is about to be rammed by player three. 
But while all this is happening, sneaky player four has taken the opportunity to head to their base to score some points.  

For a while now, we've been designing Scourge to have action packed moments of gameplay just like this. However it's been really rewarding actually watching them emerge in-game during the 4-player play-tests.  

Monday 24 August 2015

Cycles of Play

In making Scourge of the Skies, we were determined to develop a good gameplay cycle as soon as we could.

It's not enough to just have stuff moving around in-engine.
There has to be a definitive start, middle, end, repeat, to make a gameplay flow and feed back into itself.

For example, in FPS games you break from cover, fire gun, return to cover, reload gun, break from cover etc...

So for Scourge, we came up with a navigational cycle that we could use as the core of the game.

Players take control of a flying airship:

The S.S Player 1.
They begin at their player base, which has a catch net and an iconic landmark (here a tavern).

A typical player base.
Once a match begins, players will race to the centre of the level. Here, they'll try to collect falling pirate passengers that are being thrown from a giant prison fortress.

The prison fortress is executing pirates. It's up to you to catch them!!
Once the player has enough passengers balanced precariously on their airship's deck, it's time to ferry them back to the player base.

Once there, the player will use the trapdoor built into the bottom of the airship to dump the passengers safely into the catchment net.

Safely returning passengers to your player base will add them to your score.
From here, the player finds themselves back at their base, and is free to start the perilous journey again. Rinse and repeat!

The first player to successfully rescue and return enough passengers to fill their player base to capacity wins and becomes the Ventus Rex - King of The Air!

So the gameplay cycle works... But this is only when everything is going well. When other players enter the mix - trying to ram each other's airships and dislodge and steal their passengers - well, that's when the real fun begins!

Stealing your opponent's passengers mid-drop is a challenging but rewarding experience!

Welcome! Hola! Hello!

This exciting new blog is record of ongoing work from a dedicated team of students at The Academy of Interactive Entertainment in Melbourne Australia.

We're proud to announce our newest project in development, a split-screen, multiplayer game: 


With majestic pirate airships and a beautiful floating sky-world - Scourge has a traditional steam-punk core, with a gooey coating of 4 player mayhem and a drizzle of slapstick humour on top.

Confirmed Features Include:
  • Navigate your steam-punk airship in a fully realized 3D world!
  • Swoop in and catch falling passengers on airship's wide deck!
  • Use physics based controls to maintain your airship's buoyancy!
  • Jettison cargo using your airship's custom trapdoor!
  • Feel the impact of collisions with other players, as you knock their cargo overboard!
  • Xbox controller support! 
And there's a whole lot of super-secret other stuff we're working on that we'll be sharing with you over the coming weeks! 

It's early days, and "Project Storms" already looks great in-engine!
For all the latest developments, keep checking back here.

And remember... Keep a eye on the skies!