Posted by Ross
Wed, 20th Aug 2014
Last week was a very busy week for Flame Over as we were lucky enough to be invited to be on the Sony Stand at this year’s Gamescom. It would be the first time ever that Flame Over would be demonstrated outside the offices. Nervously armed with flyers, business cards and t-shirts Al & Marc headed out to Cologne. They were at the show for 4 full days and in that time they managed to get the game into the hands of hundreds of people before leaving thoroughly exhausted on the Saturday.
As you might expect from the first public showing of Flame Over, we learnt quite a lot from how people interacted with the game on their first play. We were really surprised at how little some gamers used the touch screen for menu selections and how some people found the health bar somewhat difficult to recognise when the game was in action. We will of course be making plenty of tweaks to the game based on the many comments we received at the show. If you did try Flame Over out at Gamescom, then please let us know what you thought of it as every little piece feedback really helps :).
Crucially for us, the response was overwhelmingly positive from all those who were able to get their hands on the game and they all seemed to really enjoy Blaze and his antics. I’m really proud to say that it was Mark Brown’s (Pocketgamer) pick of the show and he had this to say “It's a complex game… filled with clever ideas. There's also a shop, miniature missions, and persistent upgrades. And it's suitably difficult, but like Spelunky you'll be wanting another go as soon as you die.” As you can imagine, being compared to the mighty Spelunky put a massive smile on all our faces - you can read his full report here: Impressions of the game
To round off the week for the Flame Over PR juggernaut, Flame Over also made an appearance on the SCEE PSN blog here. Not only does the blog give an update on where we are at, but it also features a teaser trailer. For all those of you who couldn’t make it to Gamescom 2014, before you ask, I can confirm that the trailer does indeed contain footage of Flame Over ‘in action’ :) While the game is still pre-alpha, we’re pretty excited about how it is coming along so please do check it out.
That’s all for now. I’ll be back next week, but until then you can join us on our Facebook, Twitter, Youtube and Google+ pages where we will be posting all the news from Laughing Jackal.
Posted by Ross
Thu, 17th Jul 2014
I tried, I really did. Despite my best efforts I was unable to drag Al away from Flame Over to write a blog for you all. When asked he said something about having to prepare a build of Flame Over for Gamescom before burying himself in documents. I don’t expect him to emerge from them until next month.
Don’t despair though as when Al does reappear in August he should be bringing with him the next Laughing Jackal blog post. Until then you can keep up to date with any news from Laughing Jackal by checking out our Twitter page here.
Posted by Ross
Fri, 4th Jul 2014
Wow, it’s been a super busy week here at Laughing Jackal as we continue to beaver away on our forthcoming action Roguelike for Vita, Flame Over. Also, coincidentally we just had a fire alarm test a few moments ago, to really get us in the firefighting mood! ;)
As discussed last week, we’ve been working on Blaze’s animations for everything he does in the game, from idling with each of his various tools and throwing water bombs, to using interactive stuff like switches, dying and celebrating. The animations are going in as I write this and hopefully it’ll be a relatively hassle free process (famous last words!)
Flame Over star Blaze performs his victory, run and death animations
While that’s been going on we’ve been able to begin tweaking core gameplay and make some cool new additions. We finally have enough ‘stuff’ in the game to begin looking at each of the elements in isolation and think about what’s needed in order to make it more fun and not too easy or too hard, etc.
We’ve also been getting some of our fire based enemies behaving correctly and that involves tying each one to a specific material type in the game world. For example, fabric objects such as carpets, rugs, chairs, etc, can spawn a fire-based enemy type. This launches a low-level fireball that creeps swiftly along the ground, setting fire to anything it makes contact with. You can sometimes see a trail of fire make its way across a room and even go through a door behind you and carry on setting a trail of fire in the next room! VERY cool to see in action and something I am personally super happy with.
We have a few other ‘fire enemy’ types we’re working on as well and soon we’ll be at a stage where we can show you all of this stuff in action via a nice video. I REALLY can’t wait to get to that point, which should be in the next few weeks with a bit of luck!
Next week we’ll continue to look at our fire enemies, and also work on a really nice GUI that tells you exactly what’s going on, gives you plenty of warning of danger and, vitally in a Roguelike action game, gives you plenty of warning when you’re near death!
Until next week, have a good one. ^_^