As you can tell, Aztez did not release in 2014, like our promotional material from the last year and a half has been suggesting. We're very sorry! But with just a few moments left in 2014 I wanted to give those of you who have been patiently waiting an explanation on why exactly Aztez has yet to be released.
1. We're Just Two Humans!
We have two amazing humans writing jams for us, and we had another amazing human model and texture a -huge- amount of the enemy equipment for us, which saved me an enormous amount of time. But everything else is Matthew and I! That's not a complaint and it's not for sympathy; we like it that way. We're compulsive control freaks. Games like this should have larger teams, but despite this, we're pushing this massive, Indiana Jones-style boulder as fast as we can ourselves. It's getting there! But it's slow.
Y'all KNOW how I feel about Bayonetta 1; I believe it is the carrier of the greatest combat engine ever built. Imagine my surprise when Bayonetta 2 finally comes out here in North America and it is somehow an improvement in almost every single way. I'm not going to give its own combat analysis, as everything I said about Bayonetta 1 still applies, except now with less cons! But in that first analysis I referenced the "...secret game buried inside of Bayonetta...playing it for a respectable rank". I've since been asked many times about that secret game and instead of writing about I want to show it to you. Now that I have the technology to do this and since I'm already knee deep in Bayonetta 2, I made a video (with tactical commentary) of me playing through the first chapter and obtaining a Pure Platinum rank (the highest you can get) in every fight.
In the interest of both exposing the nitty gritty details of our really powerful combat technology and also sharing some design insight, I'm going to open up some of the sword's basic standing mechanics for viewing at the frame by frame level. Information at the frame level is typically only of interest to the designers or to the master class player types who are operating at competitive levels, but I'm going to try and make this fun and accessible by using (hopefully) easy-to-look-at-and-understand animated timelines. But first, let's take at the game's very first standing sword A attack. It's probably the first attack the player ever sees.
Sword Standing A1
We get these questions a LOT:
- Is Aztez 2d or 3d?
- How do you outline your assets in black?
- What shader are you using to create your look?
- Why make a game in this style?
1. Is Aztez 2d or 3d?
Aztez is indeed fully 3d! That's why it works with the Oculus. Our characters are skinned skeletal meshes with 3d animations. The only 2d assets we use are in effects.
2. How Do You Outline Your Assets In Black?
My man Hamish Todd was recently asking me about something I told him some time back; I told him that in game development, I polish as I go. I wanted to elaborate on that since it's a useful, but complex production style. Readers of this blog and followers of my game combat philosophies have heard me say that I developed one attack at the very beginning of Aztez, and didn't move on to another attack until that one looked and felt great. But other game developers could argue that polish is of secondary importance, and that the rules systems and mechanics are the most important thing to nail down first. And this is where I disagree!
(This is an image from a mech strategy game currently being developed by Zach Fowler. When he made this image the prototype was a mere 3 weeks in development! How jazzed did you get just looking at this?!)
We've struck a deal with the super cool folks over at Eighty Sixed Clothing, purveyors of elite gear! You've perhaps seen their robust line of Skullgirls merch. It is robust! And now, they've gone and produced the first few items of what will (hopefully) eventually be another robust line of awesome products. I am proud to present the first three official pieces of Aztez merch!
As die hard fans of hardcore indie titles, they approached me at the LVL Up Expo in Las Vegas and told me what they do. They get inspired, produce and ship merch, stream the game to their rabid community, and even bring it to trade shows with them for people to play. It wasn't a hard sell! Mind you, this is a licensing deal; Eighty Sixed is doing ALL the work here, so show them love! When you get some of these amazing shirts, send a photo to the Aztez Facebook page so we can put it in our fan album! And of course, be sure to check out the happenins' at the Eighty Sixed Facebook page as well.
Hello everyone! Ben here. I'm sorry updates have been so sparse! We've been grinding and grinding and everyday Aztez becomes a better and better experience. I'll write up a more concise update write-up real soon, but I had to talk about something really important first. We recently received some coverage at PAX East, and I saw this comment on YouTube:
It's an unfortunate reaction, but I get it. At a glance, Aztez appears to be an exploitative brawler about the Aztecs. Having a yet-revealed strategy game that simulates the military and political machinery of the actual Aztec empire doesn't help. But I wish deeply to set the record straight, and can utilize (with gracious permission) an email conversation I had with someone at PAX Prime in September of 2013.
Ben and I are at the Game Developer's Conference this week (and PAX East is right around the corner). When we show the game in public, we're frequently asked where we're releasing. Up until now our answer has always been "PC, and hopefully as many consoles as we can".
We're happy to announce that Aztez is officially coming to PS4, Vita, Xbox One, and Wii U!
Our first release will still be on Steam (PC/Mac/Linux), with consoles releases as soon as possible afterwards. If we could, we'd love to launch on everything at once, but really there are just the two of us and launching on a console is a ton of work. We'll have more timeframe details as we get closer to release! In the meantime, enjoy this sweet new combat teaser:
The PlayStation Blog just posted about the new Aztez trailer, and our new combat demo build will be playable on Xbox One hardware at the Unity GDC expo booth. Swing by and say hi if you're in San Francisco!
This is an interactive demo I built a LONG TIME AGO to showcase the proper elements of a successful looking/sounding/feeling attack. It got eaten in a server snafu sometime back. Haha! But I so frequently reference these elements when providing other developers with feedback on their games that it made sense to dig up the unity content and reproduced the post. It's pretty old and outdated, but it's still communicates the important ideas.
Push Z to see the attack, and push 1 through 0 to fire individual effects.
If you're having trouble getting the unity content to load, just go here to load an independent web page with the content. Appears to be a wordpress issue. Sorry!
Here is a production break down of the individual effects. The bold effects are Absolutely Always Necessary™:
- Attack Animation. A good attack animation has some anticipation for build up and some follow through for weight. Make the character load up their weapon and then swing it hard.
- Struck Animation. A good struck animation should be fast and over the top to really sell the pain at distance. It helps to flash the struck character a distinctive color.
- Weapon Swing Effect. The weapon swing should be big and flashy, fire fast, and follow a smooth line.
- Weapon Dust Effect. I've since just integrated this into the weapon swing effect, but it's ultimately just secondary animation for the weapon swing effect. Not at all necessary.
- Hit Effect. Most of this is obvious, but make sure a hit effect is big, flashy, and fires very quickly. I like having my hit effects spew out some particles to make them more interesting, but this is by no means neccessary. ANY HIT EFFECT IS BETTER THAN NO HIT EFFECT.
- Weapon Impact Effect. This effect has traditionally been limited to fighting games and beat 'em ups, but it helps ALL hit effects unless you have an absurd weapon which doesn't need one. They just help sell the pain and make the entire effect more interesting.
- Blood. Blood is often times the last thing a player sees in a successful impact! I like to make it as beautiful as possible so the player is left with a sweet taste in their mouth when the attack is over. Obviously this isn't always appropriate, but when it is it should be utilized.
- Blood On The Ground. Unnecessary detail. It's just for fun.
- Attacker Ground Dust. Helps to sell the weight the attacker threw into the attack. If this look weird it's because the attack animation is too lightweight!
- Screen Shake. Self-explanatory. Easy easy easy way to sell the impact. When it's not overdone it should look and feel awesome.
- Awesome Sound Effect. This only fires when you push Z to look at the completed effect. Also self-explanatory. This one is super important because not having a sound effect looks and feels incomplete (which hurts the entire game experience) and having a bad one hurts the rest of the effect. So make sure you stick something solid in here!
Quick Freeze. This isn't actually implemented in this piece of content (but implemented in the game now); when the hit connects, freeze the animations of the attacking and defending character for a few frames. This is incredibly subtle but contributes to the impact in a very real way.
RYSE IS SOLID, I PROMISE!
I felt like that was really important to say up front. And I'm being sincere. Ryse has been a HUGE question mark (at best) since its unfortunate showing at E3 2013. Many (fairly) assumed based on the footage that the game was a sensational watch 'em up that favored quick time events over real combat gameplay. While I can't say for sure whether or not the game was originally designed that way or whether it just appeared that way as a result of a unrepresentative showing, it's been 6 months since E3 and I'm happy to report that Ryse is not only NOT a watch 'em up, but it's a pretty solid combat experience all around! Let's jump on in.
The next major step in Aztez is taking our enemies to the next level. We've had enemies for a long time now, and while they currently have distinct mechanical identities, they're missing a couple crucial features. Some of them I'm going to save for a future post, but the major feature they're missing now is the ability to control YOU, the player. A good friend and design mentor says it best. "Good action games set the pace for the player." What he's referring to the is a game's abilities to raise meaningful hurdles for the player that they must get themselves over in a fun and challenging way. So before I got in there and shook up my enemies in a major way, I wanted to do some studies. The first one has been of Castlevania: Dawn Of Sorrow for the Nintendo DS.
Hey everyone! I'm Matthew, the technical half of Team Colorblind. Most of my posts on the blog will be technical things--behind the scenes work on the game, including implementation details on how we're accomplishing Aztez's beat-em-up gameplay in Unity. To start things off, I thought I'd do an overview of our entire setup:
Ben and I worked together when I ran Flashbang Studios (most of our output is still online at Blurst.com, if you're curious). There are a lot of virtual indie teams out there--and more power to them for making it work!--but Ben and I work best in person. We've tried the coffee shop thing, the work-from-home thing, and co-working spaces. For us, paying to have our own private space is absolutely worth it. Rent is pretty cheap in Phoenix; we pay under $400 for a private office with power/Internet included, a shared conference room, and a shared break room with fridge. Our office neighbors are mostly 1-to-2 person shops like accountants, lawyers, etc.
We're pretty well tucked away from the world in here! Security is a nice side benefit, too: The outer doors are passcoded, and we hold the keys to our inner door.
We're actually in the same building that Flashbang used to be in, which is awesome (shout outs to Solo Cafe)!
We need to talk about Aces Wild. It's an indie beat 'em up made by this dude Tyler Doak. He lives in Wyoming and is a programmer, artist, and designer all rolled up into one magnificent man. He very recently released Aces Wild on his personal website (for an unbeatable $10 USD) and I snatched it right up. After thorough scrutiny I have determined it is a game of tremendous importance. In order to understand why, check out this timeline I made of the 4 ages of beat 'em ups. It describes the age's distinctions and also contains most of the notable entries of each age. It'll help you understand what I'm getting at when I say that Aces Wild's purity, elegance, and carbon integrity make it the very champion of second age beat 'em up sensibilities, and I would go so far as to say it marks the age's glorious end. Please read on.
First of all, the big bad news of the moment is that they have just announced the lineup for the PAX Prime 2013 Indie Megabooth. For those of you not familiar with the Indie Megabooth, it's a MASSIVE collaborative booth space used by indies to get together, share costs, and show off their collective games to the PAX event crowd, i.e. the single biggest gamer convention in the world. It takes place in Seattle at the Washington Convention Center, and anyone that has anything to do with games will be there, along with 70,000 fans.
I have a new article format I want to insert forcefully yet pleasurably into you brain array! It's called "Why Is It Fun?!", and it's similar to my combat analysis articles, except it's not limited to beat 'em ups and it's not just about combat mechanics. It's about the spectrum of interactions and the response of enjoyment/addiction you feel when you experience it. It's going to be very interesting seeing what themes emerge! Let's start this party off with XCOM: Enemy Unknown.