Lord Ba'al
Supreme Deity
Posts: 6,260
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Post by Lord Ba'al on Feb 7, 2016 22:34:16 GMT
Update 21 - 16/12/2012Art UpdateHappy Sunday everyone. Today we're catching up with Paul McLaughlin the art director at 22cans, or as he is known to put it jokingly, art dictator. He's a wonderful guy actually and you also might have heard him speak in our original pitch video. Paul has been an artists on every Bullfrog game since Populous II and every Lionhead game. Art Update by Paul McLaughlinI'd like to say that the art direction for GODUS came about as one of those textbook design and development experiences I’ll no doubt be filling my mega-successful memoirs with in years to come but it didn't. Peter and myself had a kick off meeting and were tasked with laying down the foundations for the project within the hour. Fortunately there were some suitable ideas kicking around in my head and after a bit of filtering I proposed the approach you’re seeing now. The game concept is somewhat retrospective, this part of its appeal to many but we still want to do something beautiful and original with it. I want our audience to feel positive about it, feel they’re playing with something beautiful and for no one to mistake it for anything other than GODUS when they see it. However, as a fall-back position, the prospect of doing naturalistic visuals was definitely on the table which scared the bejasus out of me. That would be such a shame as there seemed to be far more potential with this project. Fortunately the team is very open-minded and up for a challenge so I started scribbling. I’m very interested in cartography and how the language of maps can create convincing worlds in our minds. They can also be very elegant and beautiful to look at. Mix that up with a love of miniatures and model environments led me to look at architectural models. Hmmm, god as architect, overlooking a tabletop universe seemed like a pretty sound high-concept. This was the hook I was looking for and something that people seemed to get behind straight away. Gary Leach (lead architect) practically lit up at the prospect of creating something with a unique aesthetic. It also provided him with some interesting tech and user interaction opportunities so he was bought in. Mattia (lead artist) seemed to see the visual potential which gave me great confidence as I really trust his judgment. Even Peter M (you know who Peter is) was sold on the idea without much discussion. I have to admit I did and still do see some problems; followers navigating a stepped world, scale disasters and FX that have real energy, creating empathy with tiny figures not trivialising the drama, and critically, audience acceptance. However I’m certain we can address all of those issues as we develop the experience. Just to make sure we were all on the same page I did some 2d concept pieces and Mattia and Matt Leighton (artist) kicked off with some incredible 3d visualisations based on our conversations. We certainly wanted to explore the contour tiering idea but also to see if we could get a sense of drama and energy into the ‘god powers’ without breaking the scale feeling we were after e.g. we imagine the tornado to be about 12cm high in the god’s eyes but a massive tower of spinning destruction to the GODUS population. We’re trying to get it to have loads of barely contained energy, like a frenzied power tool, a router gouging through the world. For the buildings in the world I’m currently referencing simple adobe type buildings and shanty towns like the Favelas in Brazil. The idea of dwellings being piled one on top of the other to create complex structures could give us something quite interesting and the modular nature is very game design friendly. Again keeping a sort of scale feel in mind I’d like them to collapse in a house of cards fashion or crumple like tiny boxes. Of course there will probably be an enormous range of buildings required for the game so this is just a starting point, the idea will evolve as the design is fleshed out. Sara Calzada (Vis-Dev artist) had the job of designing characters that might inhabit this environment. The brief was for them to be visually simple, easily readable, charming and delightful. I felt they should be characterised by their crowd behaviour rather than any individuality, much like ants in an ant farm. You need to empathise with them though; we want you to care about them so perhaps sheep is a better analogy than ants (although we hope to have sheep too). They needed to feel somewhat primitive; proto-people without any real-world cultural references or history confuse things. These characters are ‘GODUS peeps’ not Ancient Egyptians, Celts or whatever. Hopefully they will evolve a culture of their own as we develop the game and we can create some lore around it. Anyway, Sara came up with some lovely simple, subtly cartooned and gently disproportioned little people. Almost like toy figures but still very believable. Her drawing style is very graphic, very clean and we wanted to preserve that if possible. Matt was tasked with building them in 3d. He did a great job of capturing their graphic character ‘in the round’, unfortunately though they remained disappointingly lifeless, perhaps too much like toy figures. That’s where Tim Meredith (Character animator) came into play and once he’d breathed some lovely animator magic over them they turned into the charming little creatures we’d all hoped for. Very little of his work has found its way into the prototype yet but even what’s there will give you an inkling of the great things to come. Tim has a great ability to balance drama with whimsy and charm with action so I’m really looking forward to the full range of behaviours coming on line. For basic characters they can be very engaging and while our battlescene concepts do have a tabletop quality to them I really do feel for the individuals. They come in for some serious hardship in the game and you do feel for them. We’re only at a prototype stage the whole thing has come along at blistering speed; I’ve never worked on a title that looked this solid after two weeks. It’s still very rough and ready though and I apologise for having to show it in such a raw state. Normally at this stage it’d be for internal eyes only while we drop things in and rip them out again. All of what you’ve seen so far is throwaway but hopefully it’ll give you a flavour of things to come. Being early days we have very little in the way of pipeline or workflow established. It’s all very immediate with a sort of craft industry feel to it. Assets are created exclusively in Photoshop or Maya (our 3d tool of choice for this) and are as often as not emailed to the concerned parties or dumped on a temp drive rather than checked in to Perforce (asset control). I do try to make sure everything is safely backed up in but mostly things have a short lifespan at this stage so losing something, while embarrassing, is not fatal. No choice of engine has been made yet which means all our toolset is pretty minimal. There is no animation system to speak of. We export objects as FBXs from Maya and each frame of animation a unique mesh so there’s no in-game skinning, IK, blending or anything at this stage. That explains why our characters pop and buildings only have two or three construction frames. It’s frustrating for animators and artists and a pretty tedious process but sufficient for now. Fortunately Tim knows his way around Maya and is pretty handy at scripting so he’s been able to take some of the sting out of the export process. Gary Leach is incredibly inventive when it comes to working with minimal art input, I can’t wait to see what he achieves when we’re all tooled up. All that pipeline fanciness will come; it’s just not a priority yet. I’m definitely looking forward to getting a successful Kickstarter campaign behind us and focusing 100% on development. The campaign has been a great motivator and catalyst for progress but also quite a drain on the team. I do want to thank all of you who’ve supported us so far; once we’re in a position to concentrate on development rather than promotion I think we’ll be well placed to create something wonderful. Paul McLaughlinQ: Can you tell us what you do at 22cans?A: I'm the Art Director (and jokingly the art 'dictator') so I tend to come up with the initial direction for what the games should look like. Then I let the rest of the team force my initial direction into something worthwhile and workable while I retain as much credit and involvement as I possibly can. I do this by criticising everything and shouting occasionally. Q: What work are you most looking forward to doing on GODUS?A: Developing a title with new people is always exciting, I'm really looking forward to that journey. I'm probably most looking forward to the challenge of making something uniquely lovely looking even though the format is an already established one. While the gameplay is shaping up to be sweet I really can't wait to see what the artists and engine coders achieve together. Q: What are you working on today?A: Some graphical user interface (GUI) stuff for the prototype. Not terribly exciting but it needs to be done. The result was rubbish so I’ll be doing it all again tomorrow :-). Creating web assets to support the KS campaign. Working with Mattia to figure out how modular buildings could work nicely in the engine. Creating height and content maps for the prototype landscape, that brought me right back to the black and white days. I was also speaking with an artist (photographer) from Vienna about getting some of his artwork on Curiosity. Working with the broader art community is always rewarding. Q: What’s the best thing about working at 22cans?A: Well, the people are great and super easy to get on with, it's a very refreshing and outspoken group with few no-go areas. Plus, being a small team it's easy to change direction and iterate to achieve amazing things surprisingly quickly so here's a sort of 'seat of the pants' quality that's very exciting. Q: What are your favourite games?A: Bizarrely inconsistent 6ish a side Football with the Guildford gaming community on Mondays and Fridays. Computer games are great but running about with your mates is tops. I don't suppose that's what you meant is it? Q: What is the best feature you have ever seen in a game?A: We were talking about ‘full contact chess’ the other day which sounded like an interesting mix. How about musical football; where you have to sing opera as you play? Or the portal gun. Q: What pledge tier would you recommend people pledge at?A: No more than they're comfortable with. We're all determined to create a quality piece of entertainment for our audience and to do that we need all the support we can get but I realise it's not easy for a lot of people. Whatever anyone pledges, It's important they know that every pledge is appreciated and that we don't take any of it for granted. Q : What do you have for lunch?A: To be honest I prefer not to have lunch. I’d rather play footie, go for a run or just work through. It sounds a bit odd I suppose but I like to stay busy during the day and look forward to a proper sit-down meal in the evening. If I'm feeling grounded then I'll have a sandwich provided by our roving sandwich woman (amazingly; she’s been sustaining us for over a decade!) Thanks everyone, enjoy the rest of your Sunday tomorrow we're back with an update on the prototype! Take care, 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 7, 2016 22:39:25 GMT
Update 22 - 17/12/2012Godus Prototype VideoHello everyone! Just three days to go until the end of our Kickstarter campaign and it's all hands on deck here at 22cans. Firstly, let's deliver on the promise we made last Friday in which we said we would show you a prototype in video format, that was not a shaky camera recording. Without further delay, here it is but do keep in mind that this is a prototype and by no means the final game. Tomorrow we will be posting a secondary Prototype Video, with live commentary from Peter Molyneux on some of the features on display, things that are missing from the current prototype and maybe he will challenge someone on the team to a multiplayer game. Who would you want Peter to play against? Leave us a comment! People have been asking us if Godus will have different types of terrain and of course it does. Since Christmas is coming up we thought it would be a perfect fit to share this image with you. It will be made available for download as wallpapers to all our backers tonight. The question regarding DRM also keeps coming up. The answer is simple; you will be able to play the singleplayer experience of Godus without needing to go online; you can play it while on a plane or when you're in a cave. No internet connection required to play the game in singleplayer. An online connection is required for online multiplayer and potentially some additional features but the singleplayer campaign does not require you to be online in order to be able to play. And finally, because we're in the final days of our Kickstarter campaign we want to give everyone an incentive for that final stretch! When we hopefully reach our goal we'd love to celebrate this with you, our backers, and so everyone who's backed us will receive a unique in-game backer totem for your Homeworld, plus (should you wish) we will put your pictures on a layer of the Curiosity cube. That's it everyone, thank you and speak to you again tomorrow. Kindest regards, 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 7, 2016 22:51:16 GMT
Update 23 - 17/12/2012Wallpapers and the final pushLovely backers, Firstly, let us express how grateful we are to all 11,220 of you who have backed us so far, please let there be no misunderstanding about this. With three days left on our campaign we're trying to figure out how we can reach the goal. One way is by attracting new backers and we are being very pro-active on the press and promotional side. However, looking at your comments, some of you have been asking for this, we are now introducing a new tier to incentivise all FOLLOWERS, SUPPORTERS, BELIEVERS and BENEFACTORS. The new tier is called PATRON and on top of all the BENEFACTOR rewards you will also receive an additional beta key and an additional in-game pet / familiar. This is ideal if you want to gift the game to a friend or sibling. Secondly, here's another incentive: when we reach our goal, EVERY backer will receive an exclusive in-game totem for their Homeworld. We will also put everyone's picture of their choice on a layer of Curiosity. Of course this is entirely optional. And to wrap it all up for today, here are the wallpapers in many more different sizes and resolutions. The Vulcano image we released last week can be downloaded here, the Snow version which we released today can be downloaded here. Thanks for all your feedback. Thank you all, and remember, if you are able to, or if you want to - then please upgrade to the PATRON reward tier. This is not an ask or a request, it's a mere suggestion. Regardless, you will receive our heartfelt gratitude for any and all amounts pledged. We'd love to be able to make Godus with you - our backers - involved throughout the entire process of the game's development. Take care, 22cans PS Also, to clarify, the ASSOCIATE tier with the special digital edition also comes with one additional downloadable copy (standard edition) for a platform of your choice. Keep in mind that this edition includes a an exclusive Kickstarter level and you get an unlock code for an exclusive GODUS god power.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 7, 2016 22:57:47 GMT
Update 24 - 18/12/2012A producer’s take on life at 22cansHello everyone, As we are edging ever closer to the final two days of our campaign we will be ramping up our updates. This is the first update of today where we look at the production at 22cans. A producer’s take on life at 22cans22cans was set up back in March 2012 by a handful of industry veterans and in that short time, a team, still only in its infancy has been through the motions of a very strong forming stage. This is normal for any team, big or small, as a group of talented strangers become united towards a common goal: to make great games! Our founders needed to ensure that they had the right disciplines set up and then fill them with amazing talent at different experience levels. Then they had to decide on a structure that would ultimately drive the culture we were looking for. It was important to have this outlined from the start in order to understand the best production processes that would work. At 22cans we benefit greatly from strong leadership by Peter and other industry veterans, but we devised a flat organisational structure of individuals, which is what underpins our friendly, family, ‘in this together’ culture. This is something we felt would lose traction in a complex structure, similar to ones we have worked in before. In order to ensure that the work is completed to time, and of the highest quality, there are many production processes. Theories and methods need to be tested, tweaked and implemented so that the team remains high performing and professional. Here at 22cans we have already been through a handful of scenario’s that lend a huge advantage to the production of GODUS in 2013, and we constantly assess and learn from our experiences. Curiosity was something that was unique in development but not unique in terms of delivery to the market and there were processes the team went through like any app development, including iteration, scrumming, bug fixing, testing, updating and submissions. While the team continues to update and maintain Curiosity, just over 8 weeks ago it was time for attention to be put on Kickstarting Godus. When I came to producing Godus for Kickstarter, this was something that was very new to the UK. Sam Van Tilburgh, Chief Discovery Officer, and I, spent 4 weeks researching the Kickstarter platform and planning how the campaign would run. We needed to be sure that everything we had planned was achievable during full production next year and more importantly, was what our fans wanted. We presented the idea to the team and made an agreement, as a team, that this was something we wanted to do together. We all agreed that laying the development process and 22cans team bare to the world was something exciting and challenging. The idea of making a game in the open and embracing what Kickstarter stands for, is something which we are really looking forward to. Here we are with a just a few days to go and that excitement is higher than ever. Myself (left) with Peter (centre) and Sam (right) at the start of the Kickstarter campaign.The campaign to this point has been a mixture of outward facing tasks and internal development. I have been organising the team between both producing a prototype of Godus and managing the campaign with Sam. A normal day at 22cans is packed full of production process and methods that ensure we deliver to the timescales set. Let me give you a look of what a typical day looks like for a producer at 22cans (see the image below). Busy huh? The production set-up is typical of most studios; I set out high level milestones, which are then cut into sprints. At the end of each sprint is a goal for the team. In order to reach our goal sometimes we need to be re-active and add tasks to the baseline schedule. If this is case then I work with individuals on solutions that make sense for the projects interests. This is something that becomes easier as a producer with experience. I feel extremely honoured to be part of such a talented team that can achieve so much in such short sprints. I believe that if we are granted the opportunity to develop Godus in front of a Kickstarter audience this is ground-breaking for the games industry. One of the challenges that faces the industry beyond the gaming community is people understanding how games are made and the seriousness of the roles we undertake as games developers. This would be a chance to show how a great game is made and what we do to make it happen. Upon (hopefully) successful funding I look forward to sharing with our backers, the production cycles, key dates and production decisions made for Godus. There will be lots of shiny graphs and spread sheets, but it’s all part of the process as we start development on Godus. Merry Christmas to you all and I hope to be speaking to you again in 2013, Best, Jemma Harris. Producer – 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 7, 2016 23:07:55 GMT
Update 25 - 18/12/2012First Godus multiplayer gameDear backers, fans and listeners, Less than 70 hours to go before our Kickstarter campaign finishes. Today multiplayer in the Godus prototype became a reality and we filmed the first game that took place between Peter and Jack. Being two designers they're both rather competitive...watch the video to find out who won. Also, here is an annotated version of the volcano god power that we showed earlier today in the Production update. We can't wait to nip the rim to start the lava flowing! Something we want to remind everyone about are our add-ons!To add an add-on to your pledge, follow these steps:- Please click on the 'Manage Your Pledge' link. If you have not pledged yet it will say 'Back this Project'.
- Increase your pledge in the 'Pledge Amount' by the total of the add-ons you want.You do not need to change the tier you are currently pledging for. If you want to do so, you will then need to add the total of your add-ons onto the amount of the new tier you have chosen.
We will send all our backers a survey at the end of our Kickstarter campaign that will ask you which add-ons you want.Regarding the Design/ Art Book and Framed/ Signed / Numbered Godus artwork from the VALKYRIE (and above!) rewards (@stephen has been asking us this); The artwork will be one of the hand drawn pieces created by Paul Mc and his team exclusively for this tier. Currently we anticipate using the Volcano and lava bomb image that you see on the site as it’s very striking but if we come up with something more awesome we’ll run with that or perhaps both. The print will be a A3 print on art quality paper in presentation format: ‘mount’ type surround with 22cans/Godus logos and testimonial. It’ll be hand signed by Peter Molyneux, Paul McLaughlin and other members of the 22cans team and dispatched in packaging to protect it in transit. The team are all going to have this on their own walls so we’re going to make it look pretty special. Plus it will be numbered. The book will be more of a development book featuring plenty of visuals but having broader appeal then an art book alone would have. So something beautiful but also informative and provide loads of insights into the art process, the development of Godus and 22cans in general. Paul McLaughlin said this about it; " From my perspective, I intend to include all the finished concept artwork, plenty of work in progress snapshots from the art team and a whole load of scribbles, sketches and doodles that show how visual ideas develop and find their way into the final product. I’d also love to have appendices for fan art, references and things that didn’t make it in to the finished game too. With regard to format we’re currently thinking A4 hardback with nice quality paper. It’s difficult to specify a page count at this stage but we definitely want it to be of real worth; everyone on the team (not just art) is looking forward to contributing to and owning a copy of this so it should be significant." It's the final countdown, there's less than 70 hours to go. Take care, 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 19:01:48 GMT
Update 26 - 19/12/2012Stretching our goals a little furtherHello everyone, We've always said that Kickstarter is like a roller coaster, we have under 50 hours to go to raise just under 4% of our goal! So the time has come to announce our stretch goals to all of the (nearly) 14,000 individuals who have backed us. £460k – 3 additional single and multiplayer game modesWhilst we are basing the main inspiration for our competitive multiplayer on Populous and Dungeon Keeper, we would love to explore our land-sculpting and weather technology to inspire some brand new and exciting game modes! With some extra funding, we can test out some super unique competitive gameplay and then get it in front of you, the backers, in our early beta play tests. You guys can then tell us the features you think have the potential to make the final cut. £475k – Begin your own sect. A deep social and competitive featureWe would love to expand even further on the previously mentioned clans with a very deep social and competitive feature. With more funding, you will have the choice of starting your own religion or joining an existing one. As the leader of a religion you can have other players join under you as chapters, and your individual successes will be shared amongst the religion members, with you as leader benefiting greatly. Otherwise, you can join an existing religion as a chapter to receive smaller but more secure benefits. A strong leader will draw in many players to join them, but joining up to an existing religion will more likely bring success. The success you receive is determined by the average success of a religion however, so choose wisely, as large numbers does not necessarily mean overwhelming success. Players will be ranked within a religion, but all players within a religion must also work together to move their religion up in the rankings overall. We hope to expand greatly on this feature, so help us reach our stretch goal! £485k – JAMES LEACH writes game story. Original, Bafta award winning writer of Black and WhiteWe will be in a position to call on the services and talents of James Leach, the BAFTA-winning original writer for Black & White, Populous: The Beginning, Dungeon Keeper, Fable, Theme Hospital and dozens more. He'll write the GODUS story, create unique on-line content and will collaborate with, and integrate the best and most original ideas provided by any backers who fancy getting involved and writing themselves some gaming history. £500k – Multiplayer CO-OP and POSSESSION MODE. 1st person world craftingWe have competitive multiplayer in GODUS, but as we have discussed in our design videos, we would love to expand into Cooperative Gameplay. Something we would love to develop, and then play test with backers, is to have gods teaming up to control one set of followers battling against other pairs of gods. We would have epic team God vs. God matches in online multiplayer, as well as two players teaming up to fight AI gods in campaign battles. In addition we want players to be able to invite other gods into their home-world so that they can join each other in sculpting their lands and growing their populations. £550k - Linux and OUYA console supportedWe love OUYA and LINUX and we're especially excited by the former, which is a platform being born out of Kickstarter. Unquestionably it will be a challenge to build GODUS for the OUYA platform, especially with a controller, but it'd be breaking exciting new ground and we're confident we'll make this work. There will be another update later today. 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 19:12:42 GMT
Update 27 - 19/12/2012Audio and Music in GodusHello everyone, We're very close but sadly these last few minutes are the most intense part of the roller coaster yet. These last few weeks we have been contacted by a multitude of composers and musicians who wish to contribute to GODUS. This is amazing and we are extremely honoured by the support shown by musicians around the world. One particular person we want to call out is Harry Waters, known for playing in The Harry Waters Band and Pink Floyd amongst many others. In fact, several of the more mature veterans at 22cans have a soft spot for Roger Waters (Harry's father), who was a founding member of the progressive rock band Pink Floyd, serving as bassist and co-lead vocalist. We will be exploring how we can collaborate with Harry on the soundtrack for GODUS, it could be in the form of a bonus track on the soundtrack or it could be something else - regardless it's exciting to see so many creative people wanting to contribute. So we're a happy bunch. You can find out more on this website; www.harrywaters.co.uk. Now let's hear from our in-house sound designer Jack Attridge; With sound we have the power to really support an experience and to immerse an audience. Because the audience doesn't consciously notice the sound when playing a game or watching a film, a lot of opportunities arise where sound can really steer someone's emotions. I noticed this when I was young and playing Doom on the original PlayStation. It was virtually the same game as the Windows version, but the soundscape was entirely different. The PlayStation version was darker, more of a horror, and higher quality. The Windows version had a heavy metal vibe almost. With the soundtracks being the only main differentiating factor, I would play the games in two entirely different ways. That is the power of sound design. With GODUS, getting the tone right can be very delicate. When you consider the concept art and the early prototype it can be very tempting to reinforce the tone with something cartoony or bubbly. On the other hand it would be jarring to go all the way south and create a very grim soundscape that takes the power of gods and air of biblical times very seriously. Unsurprisingly, it is finding a middle ground. By not going too expressive with sounds, and knowing when to move between light-hearted, and serious moods without too much of a dramatic and distracting change, the audio can play nicely against the visual style. In terms of aesthetic sensibility, it requires some maturity to say "No, we're not going to do some wacky new-wave audio style to stand out from the crowd", because as tempting as it is to do something really outside of the box, if it doesn't support the experience, it's worthless. It may seem like an obvious choice on the other hand to cite something like Lord of the Rings for a fitting soundscape. If you consider the tone of the film during the Shire, it's very humble and light-hearted. As the film progresses into fear of peril however, the tone is much more serious, but not in a way that feels alien to the world of the film. That kind of diversity is what we're going for. When it comes to your followers who walk around in your worlds in the (currently) thousands, they don't have a huge amount as visual detail and their character comes through in them united as a civilization. Using audio I have the opportunity of giving them more personality on an individual level. As you move your gaze across the world you may just catch the odd mutter of a follower here and there, and before long you will start to hear the nattering of a whole community of believers. Through their vocalisations I hope to inject tons of characterisation into each of them, so that you can really grow a connection to them. As a game designer and sound designer, with the amount of time you spend nurturing the growth of your following I don't necessarily want their deaths to be seen as cannon fodder. Despite the number of followers, I really want to aim for the loss of each follower to be an event, and for this to take it's toll when battles are concerned, let alone a humble elderly fellow in your home-land who has built many homes and had many children before knocking on god's door. A voice can go a long way to support this. I hope to get some dialogue in the prototype when we release it to you guys, so you can get a vibe for the personalities. Perspective is something that audio will explore and reinforce quite dramatically. As a god you will be moving the camera not just across the landscape but further and closer away from it: One moment you can be up in the clouds, and another moment getting up close to see a couple of followers building a house. So when this perspective changes we want the audio to emphasise the scale: When I'm higher up from the ground I want to hear echoes of voices through the valleys, and when I'm closer and want to hear a followers footsteps. As I move across the landscape I only want to hear what is important to me at that time. So making sure I am only hearing the clear details of what I am looking at allows me to digest what I am looking at, and then hearing the distant actions what is off-screen. We've stated that the single player experience of tending to your home-land is one that is therapeutic and of a gentle pace. In contrast to this, multiplayer battles start out calm, grow towards tension, and then scale up to epic, apocalyptic conflicts. This diversity adds variety in gameplay, and the juxtaposition of these different emotional states reinforce each other. To reflect this with the audio, there will be big changes musically to convey mood and drama, but the other audio elements during these phases will also support this. Followers aren't going to sound merry if battle is looming, and outright scared in the middle of a fight. You may hear some sheep in a field during the peaceful times, but when there are more pressing matters, sounds like this would make light of the serious tone. The mix of the game will adapt to sculpt a soundscape that reinforces the narrative in your game world at any time. How about giving tactile feedback? As you are able to incrementally change the shape of land and the use of god miracles by changing the sensitivity with which you move your mouse or your touch, We can use sound to really give a constant feeling of feedback. As you start to stretch out land, we can use a variety of sound textures from rock sliding to grass flattening and mix them together as you change the velocity of your movement, and then these sounds can change in pitch as you alternate speed also to give an immersive effect. As you start to swirl up a hurricane you will hear it form as progressively as you have cast the miracle. Sound responding to game parameters this way will help the outcome of your input seem as organic as possible. Before I was a game designer I entered the industry as a sound designer. Reason being I originally took a film degree with the hope of becoming a game designer as I felt there were unique storytelling tools that I could translate into the medium I was most passionate about: video games. The concept of sound design was very appealing to me, and i've found it very rewarding to design with sound in mind. Good players of competitive games will often rely on sound more than they realise for strategic information, and so the more this is taken into account when designing the game, the better. There is a strong assumption that one shouldn't rely on sound to convey a game mechanic because it is common to play games with the sound off, and whilst this is a good rule to go by, I feel as long as we treat sound as secondary gameplay feedback, the longer it will be perceived as a non-integral part of the experience. Take all of this with a pinch of salt naturally, but in my view, sound is 50% of the experience, and if you wouldn't watch a film on mute, why would you play a game this way? I think all games deserve your undivided attention. I really look forward to being able to take you guys along with me as the audio develops for the game. I love what we are doing with Kickstarter, and that we could potentially offer the most honest insight into game development there has ever been publicly. When you finally get to play GODUS however, just enjoy the experience, and hopefully you'll never think about the audio once. We are very close and remember we have acorns as add-ons, and much much more. Thanks everyone! Take care, 22cans
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Lord Ba'al
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Posts: 6,260
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Post by Lord Ba'al on Feb 8, 2016 19:15:04 GMT
Update 28 - 19/12/2012Thank youJust a short message from everyone at 22cans...thank you for being so generous and helpful during these difficult times and pledging. We going to use every penny of your money to make Godus a truly great game. Thank you, and we'll be back tomorrow with more updates! Kindest regards, 22cans PS Our website over loaded earlier but it is up and running again now
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Post by Lord Ba'al on Feb 8, 2016 19:20:54 GMT
Update 29 - 20/12/2012Christmas and GoreHello everyone! Just shy of 24 hours to go before our Kickstarter finishes and we're still seeing great progress on making our stretch goals. The whole 22cans team is over the moon about your support for our vision. Thank you so much for backing us successfully. We are now able to make GODUS, and because we couldn't have done it without you, we are now going to do it with you! Enjoy the ride - it's going to be fantastic. You are probably thinking about Christmas now. We've got you covered…any gamers you know, people who maybe played the original Populous or Dungeon Keeper, you can now get them a very special gift! We will send all our backers their printable version shortly after our Kickstarter finishes so you can print this and gift it you anyone you like. Will There Be Blood?This is Jack at 22cans! So Peter and I have been debating an element of GODUS… When it comes to the competitive and smiting aspects of the game, your little followers will inevitably perish. When this happens we are wondering whether there should be blood. Due to aspects such as maturity ratings affecting sales, and aesthetic sensibility, proper gore is surprisingly a rarity in violent games. Personally I feel that as an indie, we are free of corporate shackles to worry about violence affecting sales, and on an emotional level, I think it can be quite powerful to feel the contrast between the peaceful daily lives of a town you have built and then seeing those followers become the victims of blood-thirsty battles. I don't think overly comedic blood like Happy Wheels is the way to go, but just a level that emphasises the violence in a negative light. Peter on the other hand says that as a father he feels that there should be no violence. We did discuss this in a video recently but it was too violent for broadcast! Either way, we thought it was important to ask the backers how they felt. Should there be graphic violence? Should it be completely clean? Should it be an optional switch? Let us know. Also if you missed our live broadcast yesterday you can watch the recorded show here, you'll see us take a pizza delivery from Skulburn, reach 49,004 before a troll withdraws their £5,000 pledge, reach our goal and the team does a little dance for everyone. Thank you everyone, the final countdown has begun! 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
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Post by Lord Ba'al on Feb 8, 2016 19:26:48 GMT
Update 30 - 21/12/2012Linux and an open invitationHi everyone, It's been a manic 30 days we've been through and now we're down to the final six hours. We decided to make a change to our stretch goals based on your feedback on here, on reddit and everywhere else. Linux support is now a £525,000 stretch goal and taking the PayPal amount into account (£14,331.39) we are nearly there! So a big congratulations to all our backers. Also, if anyone is a backer and is in the Guildford area then please feel free to join us at our studio tonight from 17:30 GMT for the final countdown and bring a bottle and some snacks! You can find our details on our website www.22cans.com/contact/. We look forward to welcoming you and remember, if you can't make it, you can watch us live on Twitch. Take care, 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 19:30:40 GMT
Update 31 - 21/12/2012We did it!Thank you. Thank you from the bottom of my heart for supporting GODUS. Our job is now to work on and complete GODUS, the game we've fallen in love with, and to make it the game you want to play. With gratitude, Everyone at 22cans PS We will be sending out the survey in the New Year once all the usual Kickstarter administration tasks have been finished. Again, thank you.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 19:33:25 GMT
Update 32 - 21/12/2012Gift a Godus PledgeDear Backers, Thank you, thank you, thank you to all our backers, fans, listeners, friends and family in this Kickstarter campaign journey. As promised, we now can now download your GODUS Christmas card for your chosen tier by clicking on this link. The 22cans team wishes you all a very Merry Christmas and a Happy New Year. We look forward to working with you on GODUS! Take Care, 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 19:35:20 GMT
Update 33 - 07/01/2013Happy New YearHello backers, Firstly, Happy New Year from everyone at 22cans and the best wishes for 2013. Work has started in earnest again and while we've been less hectic for just over two weeks since we had our successful Kickstarter campaign (Christmas and all that) we're now back in full swing! Later this week we'll be sending out surveys to all our backers asking you for details so we can start fulfilling your rewards. We also fully plan to get things like forums, webcams etc… up and running during January. There's a lot to catch up with and we've only just received the funds from Kickstarter. The people over at PayPal are still in the process of reactivating our account but as soon as that's done we can accept pledges via our website again. We will leave this open for the foreseeable future for any friends who were late to the party, or who didn't have funds available the other side of Christmas. Thank you all for backing Project GODUS and us, this year will see the regenesis of the GOD GAME! Take care, 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 19:38:43 GMT
Update 34 - 18/01/2013Friday Godus UpdateHello everyone! Since coming back from the Christmas break we've been putting systems in place, such as for example email list (how PayPal backers will read this update) and forums. The latter we're hoping to have up and running by the end of this month (which is in only two and a half weeks time). If there are any graphics designers around who are familiar with phpBB then please post a comment or get in touch, we'd love to hear from you. The survey has been send out to our Kickstarter backers and we're currently setting up a form that we can send out to our backers who pledged via PayPal, which will be done next week. All fields on the survey must be filled out, but if it's not relevant then you can write "no" or "n/a". There's been a lot of completed surveys being send back which is absolutely great as it will allow us to put things like teeshirts into production. We'll keep you posted as these things progress, also we're slowly making our way through your private messages and emails regarding the survey, we'll answer you. People have also been asking about the teeshirts, so here's a picture we put together of what we'd like to do. The colour is indicative but depending on the supplier, colour matching etc… some of the details may change. We could also put the Godus logo on there, or a short line of text. That will be a good poll for the forums to find out what we all prefer. Once PayPal has been sorted (and it really is getting very complicated!) you will be able to get some more add-ons and we'll do our uttermost best to link this to your main Kickstarter pledge. Peter and Jack took some time out from working flat-out on GODUS to make sure you knew of our progress since the end of last month. They update you on the stages of development and talk about an interesting new feature for the first time: thermodynamics. That's it, have a safe weekend everyone!
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 19:43:52 GMT
Update 35 - 31/01/2013Time to ForumHello backers! Let's start with an update on where we are with the forums. Good news! The forums on the 22cans.com website have launched. They are private forums, exclusively for backers who pledged either via Kickstarter or PayPal. Make your way to www.22cans.com/forum and follow the simple registration steps, but be sure to use the same email address as the one you confirmed in the survey. Once registered you will be placed in a holding room and our little wizards will work their magic. This should not take too long. Then you will have access to the forums. You will also automatically receive your backer badge, it's early days yet for the forums but we're confident they'll grow into a wonderful place for the Godus community, alpha and beta players. We also have an update from the Godus Design team. Let's hear it directly from the horse's mouth, or more accurately, Jack's; Hi Folks! Jack here. I’m the guy that stands next to Peter in those videos with that fish eye you all love so much (sorry about that, but it’s easier to film ourselves with it). Sam asked me to experiment with the forums to try and give you a casual update on the design of Godus. The snow has disappeared and today we’re all working hard to some refreshingly sunny views outside our office window. Just this morning, the whole team sat down as Peter reminded us of all the individual features that the game will encompass, after which everyone scurried back to their desks full of passion to get back to work on Godus. Those features could be anything from the followers behaviour to how abodes should try and connect paths between each other, to how the whole religions/clans feature will work. We spent four hours going through a list of over 150 individual items, all of them specific features in the game. All these features came from Peter's mind in collaboration with me and specific disciplines on the team, but as is always the case with game development, 10% of that list was already out of date! We also went through a charming little graph that Peter made, titled “Obsessions”. It states exactly what each member of the team should be fixated on day and night (creativity doesn’t flow strictly at 9 to 5), I think my current obsession is to do with the sculpting. It’s been a real challenge trying to get the balance of sculpting, fun, and progression just right. If you can sculpt all the time then the player starts to lack a challenge and can get bored. If you can’t sculpt often then you’re missing out on the core mechanic. We’ve revisited an idea from Black & White and have been discussing how to take out all of the kinks that were in the original. Basically, you can only sculpt within your ring of influence, which is only as wide as your follower’s civilization, which in turn can only be built as you sculpt the land ready for them. So it’s a nice loop that makes a god and his creations as vital as each other to life. Oh also, I also have a personal interest in understanding how many of you who are using a PC (Windows, Mac or Linux), take your audio seriously. Can you let us know whether you use whatever speakers are out there, or if you have specific stereo speakers or headphones or even surround sound. We’re having a debate in the office and I'm keen to win it. Anyhoo we hope to get another video out soon. Thanks for jumping on the forums, I look forward to seeing y’all discuss some inspiring stuff. - Ciao for now, Jack Remember we have our forums up and running, you can discuss this update and any other updates (or ask any other questions) here; www.22cans.com/forum -22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 19:49:27 GMT
Update 36 - 06/02/2013Want your face on the Curiosity cube?Hello backers, As promised we want to let you, our backers, know how to get your picture onto the Curiosity cube. For those that wish to be on the cube, we will be using your Facebook profile picture. We want to give everyone sufficient time to do this but there is a cut-off date. Read on to find out what you need to do to be included, or excluded. We will be using your current Kickstarter email address to find your Facebook profile by matching it against your primary email address on Facebook when you logged into Facebook from the Curiosity App. If your Kickstarter email address is already the same as your primary Facebook address then you don’t need to do anything – your picture will be automatically included. If you want to exclude your picture you will temporarily have to update your Kickstarter email to be something different while we extract the pictures. To ensure your picture is included follow these steps: - If you don’t have a Facebook account you will first need to create one with the same email address as your Kickstarter account.
- If you don’t have the Curiosity app, download it (iOS or Android).
- If you haven’t logged into Facebook from Curiosity do so from the pull up menu.
- If your Kickstarter email address doesn’t match the primary Facebook email address, update the email address on Kickstarter so that they do match.
- Finally, make sure that your Facebook profile picture is a picture you are happy with having on Curiosity.
You must ensure that all these steps have been done before 9 am Monday February 11th 2013 and they must remain in place until 23:59 on the same day. The pictures will be extracted on Monday sometime between these times. Remember, if you don’t want your profile picture appearing, then please ensure the primary email is different to your Kickstarter email. Keep in mind it's best to have your profile picture as a square, as otherwise it will be cropped. We’ll let you know nearer the time when the images will be appearing. Finally, we also wanted to share this new Godus image from our artists. The image shows a big settlement in Godus, of course it's still work-in-progress but it was too good not to show it. We'll have Peter annotating this image in a future update. Have a wonderful day everyone! 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 19:56:49 GMT
Update 37 - 08/02/2013Want your face on the Curiosity cube? (Take 2)Hello backers, We’ve listened to your feedback and come up with a less contentious way to get your picture on the cube. All you need to do is email the picture you want on Curiosity to pictures@22cans.com. Please ensure that the email account you use to send the picture is the same as your Kickstarter account so we can validate who you are. The picture format must be jpg or png. It should also be less than 200KB in size or it may be rejected. Any non-square images will be trimmed automatically. You must send the email before 5pm GMT on Monday 11th February. We will not be accepting pictures after that time. If you make a mistake, you will be able to resend your image. Assuming everything worked as expected you will receive an acknowledgement that we received your picture. Please ensure that you own the full rights to the image, it is not copyright infringing and it is suitable for public display. We will obviously be reviewing the images and may be engaging members of our community to do this. Keep in mind it's best to have your profile picture as a square, as otherwise it will be cropped. We’ll let you know nearer the time when the images will be appearing! Take care, 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 20:06:34 GMT
Update 38 - 01/03/2013What’s been happeningHello backers, We feel very guilty we haven’t updated you on Godus in a while, well, actually it’s been six weeks since our last video update featuring Peter and Jack. Please accept our heartfelt apologies. A lot of stuff has been happening (both in the back and foreground) though, so please allow us to run you through the list as it might hopefully go a small way to explain as to the reasons why it’s taken us this long; - We received most, if not all, responses from our 17,000 backers to the survey. This is an enormous amount of data that we’re slowly working through. Did you know that 60% of our backers are from Europe? We use all this data for the fulfillment of rewards; teeshirts, figurines, etc... but also in regards to students. The latter is one of the main priorities to nail down in the short term.
- The forums have been set-up and so far just over 3,000 people have signed up. Our wizards automatically activate accounts when the email address used for registration matches the one used on Kickstarter (or PayPal). As new responses on the survey come in, we update the system. However, sometimes accounts don’t get automatically activated and we need to do it manually, this is a process that takes place pretty much every day and while it’s labour intensive it’s important that we do this in a timely fashion. If for whatever reason your account doesn’t get activated within 12 hours we kindly ask you to get in touch, either via Twitter, email, Facebook, comments, private message or any way you see fit (and we have access to).
- Itineraries for our God of Gods backers regarding E3 had to be sorted out as soon as possible, considering prices become quite astronomical the longer we leave it. This has now been done.
- The next most pressing decision is in regards to the Skype design workshops and the dinner session with Peter. We will be informing our backers as soon as possible, please please please bear with us as we finalize our thoughts.
- Two of our development methodologies that we use are called scrum and agile, which are absolutely invaluable to the team. It means that everyone knows what everyone else is working on, while simultaneously staying agile enough to make last minute changes if there’s a need for it. This has worked well for the prototype and so we’re going to continue this into the alpha and beta developments of Godus.
- Work on the prototype has now finished and it’s been tremendously useful for the team. Since work is finished on it, the development team has now moved into production to get the alpha version off the ground. Coders need to be much more meticulous about the lines they write, as this alpha will eventually also be rolled out to our backers at the PARTNER level and above.
- The programmers have chosen the engine they want to work with moving forward. This is a significant step forward as it will dictate everything else that we do with development of Godus. SDKs (aka software development kits) had to be rolled out to everyone on the team, and for version control of assets and code we use something called Perforce. This also meant we had to bring in new internal server infrastructure to allow all our systems to work together.
- We have been taking to Valve about Steam and getting Godus up on their distribution platform, implementing their SDK into the game.
- As you might have seen from the jobs page on our website we’ve been hiring for some key roles in the development schedule. This recruitment round is slowly coming to a close and we will be having new people join our team to help with the realization of Godus and getting it into our backers’ hands.
- Pipelines for the art department have had to be fleshed out; for example, implementing FX (those are visual effects) into the game and defining the pipeline to make that happen. This also counts in relation to animation and sound. This will be ongoing for the foreseeable future.
- We’ve been discussing how we’ll be creating the music for Godus. We’re excited about the idea of working with several composers. Harry Waters visited our studio and both Peter and Jack were impressed by his life-long passion for video games. Finally, we’ve also made a decision on our audio middleware.
- Artists have been making assets for use in the alpha version, some of the things they have been working on include; market stalls, haystacks, street lights, fruit trees and of course statues. We do like to point out there are much more art assets involved in a game like Godus, but we’ll save all of that for another update.
- ACOLYTES (and above) would get rewarded by having their name appear on the cube in Curiosity - what’s inside the cube for iOS and Android. This has now been done, you can read some press coverage about it here. Some of our backers also spotted their own name and posted about it on the forums which was great to see.
- Everyone who backed us got given the opportunity to send in a picture to be put on the cube as well, these have now started to appear. It is going to take a few weeks at least to go through all the layers with pictures but we urge everyone to take a look and see if you can spot anyone you know (or maybe even yourself!?). Let us know in the comments if you do.
- The artists have been making a lot of (stunning) concept drawings, ranging from special followers to the different abodes that your followers will build in your Homeworld. In the coming weeks and months we will continue to share some of these with you.
- All the forks have been disappearing in our office and we’ve been worrying about this. Forks are technically not office consumables, so where did they all go? We’ll probably never find out.
- We are currently still on track to have the alpha out by Spring and the beta will commence in the Summer of this year.
Now that most of this tedious stuff is out of the way, we want to reassure you that we’ll continue our regular updates, big and small. Next week we’ll start our video updates again, we’re thinking of doing regular live broadcasts but if there’s anything else you’d like to see or suggestions you might have, please let us know in the comments, on the forums or somewhere else. Signing off, for now, 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 20:09:09 GMT
Update 39 - 05/03/2013Godus update with Peter and Jack #11Hello backers, Today we're sitting down with Peter and Jack who give you an update on Godus. They discuss their recent multiplayer games, touch upon the ring of influence, have a listen to some of the (rejected) sound effects and finally they wonder if the word 'willy-nilly' is a universal term or not. Enjoy! Take care all, 22cans
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 8, 2016 20:16:20 GMT
Update 40 - 14/03/2013What does VFX mean?Hello backers! The team at 22cans is growing; we’re hiring for key roles to join our team and to help with the creation and regenesis of the next god game. Recruitment is a slow process, we prefer to receive direct applications instead of getting candidates through the door from recruitment agencies. It takes time to sift through hundreds if not thousands of CVs and applications. However, as this article will highlight, more often than not, it’s an introduction made by a recruiter that opens a new door. To shed some light on the process (and to inspire prospective people to join our team) we’re sitting down with Pieter Mans who recently joined us. Pieter joined us about halfway through January 2013 as the principal Visual Effects Artist. All those god powers such as volcanoes and meteor showers need a visual treatment that would make even the latest James Bond movie jealous. Unfortunately for him he was made redundant in his previous role but as they say, every cloud has a silver lining. Not long after his first job interview (which didn’t work out) he got a call from his recruiter, asking him if he’d be interested in working for the new start-up company 22cans. He later tells us he was originally too intimidated to make a direct application thinking he lacked the experience to join our team and worried if he’d be good enough. A good thing then, both for us, him and you, that the recruiter contacted him... After an initial slightly awkward Skype call (they always are) with our Art Director Paul McLaughlin, Pieter was invited to visit our studio for an in-person interview. He met the wider art team members such as Mattia but also our Lead Programmer Gary. This was a great opportunity to really determine if a fit would be possible. After this interview, he also visited the wonderful people next door from our office; Lionhead Studios. Luckily for us, that wasn’t such a good fit. Pieter explains there are two kinds of VFX artists; the ones who tend more on the artistic side and those who are more technical. The former focus on creating outstanding art; they’re great at modeling and texturing but generally don’t want to spend too much time in the code-side. The latter are more technical and since the pipeline for Godus is a work-in-progress this is the kind of VFX artist we were looking for. Pieter made it very clear to us he is willing to stick his hands into the code and talk to programmers. Jump forward several weeks and Pieter officially joined us as a VFX Artist to initially work on the delightful Godus. He was taken around the office and introductions were made. You need to know that we are a small company and a small team, we all sit in an open-plan office and this initially took Pieter by surprise. He could see Peter Molyneux - the man himself - sitting two desks away from him. He wasn’t necessarily star-struck but coming from a company where everyone was stuck in their own little offices this was a revelation. “There are so many windows! On a sunny day it is almost like we’re working outside.” he proclaims, “The office is such a busy hive, almost ant-like.”. He also is keen to mention that nobody made him feel unwelcome or unwanted, quite the opposite. Working in VFX depends entirely on the stage that the project is in. Even though Godus has now moved into production, it’s still relatively early days for the project and not all of the technology has been implemented, so features that require visual effects also need a certain level of imagination. On a typical day, Peter (Molyneux) will say something along the lines of “We need fire for this!”. This then gets put on Paul McLaughlin’s list of things to do who in turn will turn to Pieter and say “We need fire for this!”. Pieter, being the impressive artist he is, will need to not only use his imagination but also work closely with the coding team. Regardless, it’s always a process of putting something into the game and iterating it as time goes on and technology gets rolled out. He also loves watching YouTube videos for reference and to get some additional inspiration. About 22cans he says that the studio has a good and healthy mixture of industry veterans and so called newbies (people who never worked in a video games studio). It’s this unique mix that creates an incredible positive atmosphere - where nobody is sitting on their hands waiting for things to happen, we do what we do because we want to do this. Not because we need our pay check at the end of the month (even though, obviously, we do but it’s not the sole motivator for all of us who are doing this). The team’s attitude, according to Pieter, is one of “We can do everything and anything.”. It’s this attitude which means that things get done the right way, rather than nasty hacks and cheats. If you are interested in joining our team then please take a look at our jobs listings. Currently we are looking to hire a talented GUI Artist / Author to join the 22cans team in creating delightful gaming experiences. If you know someone (or are interested yourself) then please send in your application. Remember the words a singer once sang; “ I don’t know where life will take me, but I know where I've been.”. It’s never worth sitting in limbo. -22cans
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