Tag Archives: indie

Cuphead: An Interview with the Developers

[youtube http://www.youtube.com/watch?v=3jDZfREYppk&w=560&h=315]

During Microsoft’s E3 Press Event, there was one game that stood out to me. Cuphead is being created with all the old cartoons of the 1930’s in mind, while the game mechanics hearken back to the classics of the SNES and Genesis. Recently, I reached out to Studio MDHR with a few questions:

== When designing the game, how did you capture the tone of classic cartoons? What sort of technology are you utilizing? ==

The main tech we are using isn’t a tech at all. It’s all traditional hand-drawn and hand-inked animation which is exactly how they animated in the 1930s.

To ensure that the style is very close to the original material, we constantly research tons of cartoons from the era to gain knowledge and study the way key animations were approached. It also lets us add to our ever growing style guide that is filled to the brim with things that we adhere to most of the time—visual aids like: eyes[mad/sad/happy], pupils, blink types, teeth, tongues, hair, hands, feet; animation aids like: turnaround frames, action lines, timing, cycles; and even flaws: missing color in frames, poorly drawn in-between, etc.

After all of that is placed in the game, we have a bunch of post-processing to aid with the visual style we are trying to replicate. Different types of blur, subtle vignettes, dust, scratches, hair, noise and other layers are built on top of each other to produce what you see in the game. We’ve spent a TON of time getting the effects just right—probably two and a half months or more!

cuphead-schmup1

== Judging from the videos, Co-Operative play looks to be a major feature. How are you handling Co-Op? ==

Co-op is a necessary feature for run and guns—this genre was MADE for two players!

We are testing out some team-up moves, but nothing has been implemented yet; we are very picky about fine-tuning and how one thing can affect multiple areas. If we can’t create ideas that complement or add/improve on the gameplay, we’ll drop it.

Two players has a unique give and take: some situations become easier while others can turn instantly chaotic if both players are not in tune. Co-op creates comradery and that in turn creates friendship—so what we are really saying is that Cuphead will create new relationships.

== Cuphead has a subtitle. Does this make Cuphead a planned franchise? ==

If we are lucky enough to work on other games in the future, we are hoping that we get to expand on Cuphead. But that doesn’t mean we are planning for it at all. We are going all out on this first release to the best of our ability and within a timeline that makes sense to us. In our minds, we are treating Cuphead as if it were the only game we’ll ever release.

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It would be nice to explore more ideas and increase the Cuphead universe before moving on to a new title, but only “father future” knows if this will occur. We also both still dream of a Sega Master System port too, but all of our focus is on finishing Cuphead (SMS fans keep your fingers crossed!)

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== Will there be any secrets or things to unlock? ==

Yup, yup! We will have things like bosses, weapons, alternative path/shortcuts, NPC dialog, etc. As well, we will have a new game+ (that increases the challenge to a level we are proud of) and we are playing around with the idea of mini-challenges (e.g. defeat Boss 3 without letting him jump over you).

We always found our favorite games had secrets and even other hidden subtleties, so it is a MUST for us to include them in Cuphead. Take Punchout!: there are so many nuances to what seems like a simple game that it can be replayed for many years. It took me a lifetime to figure out first round K.O. strategies, and every replay felt as rewarding as the first time I played it.

== The Xbox 360’s Indie library, while vast wasn’t overly impressive. Do you think this is changing with the Xbox One?==

Accepting that the 360’s indie library wasn’t perfect doesn’t change the fact that some of the best games on the system were indie! With the constant growth and support of the indie scene, the Xbox One will be a great place for indie titles and we couldn’t be happier to be a part of the roster. I could be wrong but, if my memory serves me well, Nostradamus had predicted the perfect indie utopia happening in 2015, so let’s wait and see!

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== There’s been very little shown so far. Are there any plans for more footage or a demo? ==

When we are happy with what we have, we will show more. We are going to show off the parry system soon, and continue to provide additional footage as development presses on. A demo will come too, we aren’t sure how we will handle it initially (press only, or at an event [PAX, etc.]). But once we make decisions on that sort of stuff, we will let everyone know on this newfangled thing called ‘the internet’.

== Alex’s Thoughts ==

All in all, I’m massively excited for Cuphead. Hopefully, the newer consoles make independent developing easier. These days all the big name titles take few risks or stick to a formula they know will make money. Making money is the name of the game, but does the industry move forward when these games flourish? With the recent purchase of my gaming PC, I’ve found myself buying more and more indie games. Not only because they’re cheaper (that does help), but because I see true heart in them. It’s a level of soul that I remember from my days of staring at a lined screen, connected to the game by a wire on my controller.

Indie games are rapidly becoming the best games around. So next time a new Call of Duty comes out, think of how many indie games you could buy instead.

SMITE: Hi-Rez Studios’ COO Todd Harris

Here at GIGA Geek Magazine, we are constantly on the lookout for new and exciting titles to introduce to gamers. Thanks to Hi-Rez Studios and their COO, Todd Harris, we are able to introduce a new  Multiplayer Online Battle Arena (MOBA) game that has incredible potential for growth. The following Q&A session is the interview between GIGA Geek Magazine writer Jacob Neff and Hi-Rez Studios’ COO, Todd Harris.

What is SMITE? 

SMITE is a battleground of the gods. It is the third most popular multiplayer online battle arena (MOBA) game, the other big ones being League of Legends and DoTA2.

ares_gods_presskit
Courtesy of SMITE

How did you come up with the name “SMITE”? 

We wanted to combine the action elements of a 3rd-person shooter with teamwork elements. Since the gameplay revolves around powerful gods engaged in combat, the name SMITE works very well.

What makes SMITE different from other MOBA games? 

The two big differences are: a. In SMITE the theme is mythology. So all the playable characters are gods and goddesses from around the world, all combined in a single setting, b. In Smite the combat gameplay is in 3D. We use a third-person camera right behind your god character while most other MOBA games use a camera that floats above the battleground. This change in the perspective of the camera makes the SMITE combat more action-oriented.

Courtesy of SMITE
Courtesy of SMITE

What are your favorite video games and did you use any elements of those games in the creation of SMITE

A peaceful and undisturbed sleep is one of the best medications for treating ED So for those of us with hypothyroidism. viagra sans prescription canada On the off chance that you feel a failure to adapt to life when physical, mental and passionate changes truly block viagra discount prices on the individual’s every day capacities they you are into the threat zone and now you are greatly need of such expert to get free from the issues keeping you from encompassing. The variations in severity of erectile dysfunction make cheap viagra cialis estimating its frequency difficult. Impotence is common in males aged above 50 years usually suffer from weak erection or erectile dysfunction due to the wholesale viagra 100mg drug addiction problem. SMITE actually began as an experimental game mode for our very first game called Global Agenda. Global Agenda is a sci-fi MMO game and we developed a game-mode that featured towers and AI-controlled enemies. It was really fun and we decided to make an entirely new game out of it. We changed the theme from sci-fi to mythology and that became SMITE.

Where do you see SMITE going in the next 5 years? 

More gods—we currently have over 50, but we release a new god about once a month; more items—items are different ways you can equip your god and more item options means more replay-ability in the game; and more competitive e-sports events—SMITE officially launched in late March and we held a competitive tournament for the best SMITE teams with a prize pool of over $200,000! In January 2015 we’ll hold an even bigger tournament and we see that continuing to grow in the next 5 years.

Courtesy of SMITE
Courtesy of SMITE

 


 


SMITE opens up an incredibly whimsical and magical world for it’splayers. I thoroughly enjoyed playing this game and will continue to play this game as more updates and add-ons are introduced.

Visit SMITE to learn more and play.

Keipr Online is Back!!

If you haven’t heard already, Keipr Online is back in development! YAY!

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Indie Alert: Tulpa

They say never judge a book—in this case game—by its cover. Well, I did exactly that when I first looked at Tulpa. The graphics immediately caught my attention and I assumed this was going to be an interesting game. I’m not a huge fan of platformers (I know, I know, blasphemy right?), but the concept behind this game makes it more than just another indie side-scroller.

Tulpa Stage4 - 3

The word tulpa is a Tibetan Buddhism term to describe “any unreal, illusory, or mind created apparition.” Using concepts from occultism and theosophy, Encryptique creates an odd world of puzzles and mystery.

Players will control two characters: the main character, Ophelia and her tulpa, Oliver.  Oliver has a telekinetic power, which gives him the ability to move otherwordly objects. Ophelia has no special powers, but you still need her to grab and push objects that aren’t mystical. Using both characters, players will roam this odd world solving weird puzzles while looking for answers to Ophelia and her tulpa’s mysterious past.
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Tulpa Stage2 - 1

Only two students from the Technological Institute of Larisa, Greece and a musician make up the Encryptique development team. With their game nearly finished, they just need help getting the right tools to finalize their hard work. You can help them out on their indiegogo page and give them a vote on their Steam Greenlight page. Learn more about Tulpa and the developers on their website.

http://youtu.be/Syl_ZRcmlAw

Indie Alert: Hush

I don’t remember being afraid of much when I was a kid. When I was five, I begged my mom to let me see the 3D release of Freddy’s Dead: The Final Nightmare; I loved every moment of it and watched without a flinch. For Halloween, I was never a princess or a fairy; I was always something scary. I loved to be scared and embraced it, until I realized I was afraid of clowns and then later I became afraid of those creepy ass porcelain dolls—maybe just dolls in general; dolls have no souls and they just stare at you with wide death eyes.

The point I’m getting at is everyone—even I—had childhood fears, and sometimes those fears linger on through adulthood (clowns, no one likes clowns). Game Studio 78 has taken the fears and phobias we had as kids and used them to create a story- and character-driven adventure game called Hush.

hushdoor

You play as Ashlyn, a little girl who is trapped in a demented orphanage. She must build up her courage to overcome her fears and escape. With the help of her best friend (a stuffed animal named GoGo) and various toys she finds on her adventure, you will have to hack and slash your way through enemies. Because the developers want to challenge its players, hacking and slashing won’t always work. Sometimes players will have to use a mix of strategy and stealth to take down a difficult enemy.

hushgogo

Ashlyn’s courage plays an important part in this game. With enough courage, she can defeat mighty foes; however, if her courage is too low, she will panic, which will force you to hide or even faint. Along with the status bar, sound is also an indicator of how much courage you have. Solving challenging puzzles will help Ashlyn progress through each level. Unlocking new routes to avoid dangers and cracking codes to unlock vital items will greatly help Ashlyn gain more courage.

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To ensure Hush  receives the dedication and attention fans deserve, developers will adopt the episodic format. Each episode is divided into chapters representing a different fear that Ashlyn must overcome: “Fear of the Dark,” “Fear of Thunder,” and “Fear of Ghosts” will be the first three chapters for episode one. Other episodes will include fears like clowns, spiders, heights, etc.
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hushghost

The creatures you have to face will be unique to each fear: “Fear of Thunder” will pit you against highly volatile automatons with a paralyzing ruckus, while “Fear of Ghosts” will force you to fight an evil kid-mastermind and his ghostly minions. Boss battles will pit you against enemies whom embody their correlating fear in the most terrifying way. Ashlyn’s stuffed best friend won’t be enough for the most dangerous battles, thus players will find various toy weapons that tie in with the chapter. Using experience, players will be able to upgrade and improve their weapons.

hushgrowler

With influences from Alice: Madness Returns, Game Studio 78 wants to make sure players can relate to Ashlyn’s fears and journey to overcome them. Despite its kiddie-cartoon graphics, Hush will not be for the little ones; the sharp contrast between whimsy and horror makes this game more than a child’s fantasy.

hushingame

With the help of its Indiegogo campaign, Game Studio 78 hopes to release the first episode in late 2014 on all platforms, including mobile. You can learn more about the developers on their website and check out more of their Hush artwork in the gallery.