Archive for October, 2016

Final Days!

Friday, October 28th, 2016

Our campaign is now entering the home stretch. It’ll come to a close on Tuesday, and I’ll be streaming through the weekend along with my partner Carina and her roommate James. We’ll have some viking gear for the occasion (fortunately Halloween is right around the corner, so no one is going to give us any funny looks), and James has volunteered to perform dares. Should be fun.

As for the funding, things are going quite well. We’re now sitting at 84% funded, with only another 3k to go until the finish line. Our marketing reach is still pretty small, but we do have the beginnings of a real fan base here. And the local Vancouver community has been amazing in supporting us. With the twitch stream and one last raid of a local studio (visiting Capcom on Monday) I’m almost certain we’ll get what we need to dash over the line.

After that we can breathe a bit easier and give back a little to all the fantastically talented people who’ve helped us get this far. But we’ll still have a long way to go before this game is where it needs to be. I believe we can release into early access by the spring, but we will need to hustle if we’re going to make it. I’m also hoping we can eventually spare some money to hire a 3D artist. Doing both the art and programming (on top of being the lead designer) turns out to be really time consuming.

Oh and the Full Indie Summit went pretty well. There wasn’t a whole lot of networking time between the talks, but we got a good demo session underway afterwards. Playtested the game with about fifteen people, and handed out about a hundred promo cards. Once again found myself wishing I had a better laptop. The integrated graphics on that thing are turning out to be a major drag. I basically have to run on the lowest possible settings to get a decent frame rate. But all in due time.

In case you don’t know where to find the campaign, here it is: Iron Tides Kickstarter

– Peace and final kicks


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Preparing for the Summit

Friday, October 21st, 2016

We’re getting ready for tomorrow’s Full Indie Summit, putting in some final touches to try and impress folks. The pirates are at last in the game and working quite well. Well, at least four of them are so far. Definitely still feel like they need a couple more units before they feel complete. But even at this stage they make all the earlier enemies look pretty bad. These pirates have better models, better animations, and perhaps most importantly a much wider variety of abilities. Many of the older enemies really just have the same basic attack, with slightly different stat lines to go with it. Meanwhile, two out of the four pirates have 2 abilities, and one of them has 3. And they’re pretty varied too, both visually and mechanically. There’s bomb throwing with splash damage, knife throwing, bleeding effects, and a double strike ability where the character attacks twice in one action. The animation load is getting pretty significant though, especially with the new multi-directional recoil animations that every character has. Still I’m managing to churn these things out at a pretty good clip. Even with all the new mechanics I’m averaging about 1 character per day. And that’s not too bad, really.

Although now that the pirates are turning out so well, I’m rather inclined to go back and redo a lot of the older enemies. They look rather old and boring, and I’m no longer entirely happy with their design direction. But redoing stuff has been one of the key slowdowns in the course of this project. It seems unavoidable though. I keep getting gradually better and continue coming up with better solutions. Leaving the old things in place to be outshined by the new is hardly acceptable.

Our kickstarter is still chugging along, now just a few bucks short of eleven thousand, which puts us at about 58% of the way to our goal. But with only 11 days left to go there is still something of a mountain to climb. The summit should be good for us though; we’ll try to hand out nearly all of our promo cards there. After the kickstarter they’ll be entirely useless, and we don’t have much else coming up in the way of events.

In other news we now at last have a mac version of the alpha demo out. From now on I’ll be publishing all new builds for both PC and Mac. That might get us some new mac converts I suspect.

We also finally got some decent views on a video, thanks to this Baron fellow. By far the biggest streamer we’ve managed to snare thus far.

Check it out:

– Peace and good summiting


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Wolf Priestess

Monday, October 3rd, 2016

This one could still use a little but of work, but it gets the point across I think. Haven’t done a class concept in a while.


– Peace and reverence for the wolf god


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