Today, we’ve revealed our new project: Outward. It’s an open world RPG and we like to describe it as an Adventurer Life Simulator. We just added the game on IndieDB, feel free to go take a look at a few concept arts and super early screenshots.
Today, Execution Labs announced its new cohort of indie studios. Execution Labs is a business accelerator that specializes in video game studios creating their own intellectual properties. You can see how that could be a good fit for us :)
Along with granting us some funds, we’ll benefit from their vast array of connections all around the world and their team of experienced mentors.
Execution Labs will help us start a third game project. It will not be directly related to GoD Factory. While we are quite proud of what we achieved with Wingmen, we simply did not make any profits from this project and we need to move on to something new to survive.
Does that mean that we are giving up on GoD Factory: Wingmen? Not exactly. While we will dedicate our own development team to the third game in the following months, I am currently looking for partners to help us port the game over to consoles and to Mac and Linux. The content we need to add to GoD Factory: Wingmen at the moment are more players. By extending the reach of our game via more paltforms, we’ll expand the userbase and if it catches on, then additional efforts to expand on the game (new ship parts, maps, modes, etc) will be justified for our business. That’s the strategy we’re opting for at the moment, and we hope that you guys will follow us along this adventure.
We’re very proud to announce the Galaxy Update, the first major patch for GoD Factory: Wingmen. We’ve listened to players and added features that were highly requested: new maps, better support for complex joysticks and even match reconnection! The patch will be available for free to everyone who bought the game.
The main feature of the patch are the new maps, which each have unique gameplay features. This post will focus on the maps in question.
I’ll start with the visual revamp of the old map, which is now known as the Astral Forest. It now has a richer palette of greens, which also distinguishes it from the ice-themed map.
The Ice Quarry map features capturable Recharge Stations which regenerate your Shield when you are in a station’s proximity.
The Magma Battlefield map features capturable Plasma Emitters which, after being captured, create a fiery zone which damages enemy ships.
The Krier Shipyard map features a network of Gates which catapults your gunship around the battlefield.
The update will be released the 14th of November, next week!
I’ve asked Simon Lacroix of Silverjack Studio if he wanted to share a bit about his experience on working on GoD Factory: Wingmen. Here’s what he had to say:
We had the chance to create the sound environment with the Nine Dots Studio team on their GoD Factory project.
In order to create the sound effects for GoD Factory, we wanted it to have a unique color and personality: a futuristic feel with a mix of metal, mechanical and organic.
We first started by conceiving the sound database from which we would choose to make every sound effect of the game. To do this, we made various recordings. We went to a train platforms to record metal rustling and impact made by wagons colliding against one another. We have several studio recordings of metal-to-metal sound from various objects. To add a more organic and vibrant texture, we took many recordings of human growls and screams.
Then, in order to create more specific sounds futuristic with a good loudness, we processed every sound recording by modifying its frequencies, pitch and modulations. We then edited every sound needed to the gameplay and the game interactions.
There are many weapons, species and abilities in GoD Factory. It was important to be able to feel every personality and to differentiate them. For this to happen, we took the time to find the tone that suited them best to make them all recognizable.
To make it all alive, we integrated the sounds with Fmod. Every sound was then adjusted to the game environment. Subsequently, we had to develop a system that could allow us to automatically modify the game’s sound environment. This way, we could feel the indoor atmosphere of the ships, which is of course very different than the outdoor atmosphere.
For us God Factory was a very good experience carried out with a wonderful team.
Note from Guillaume: Working with Silverjack Studio was a real charm. Simon and Karol-Ann were efficient, creative and dedicated to their craft. I would recommend them to any other studio looking for the right team to contribute to the audio dimension on their project.
First of all, being hardcore gamers, we of course kept playing other games even though we were very busy with the launch of the game approaching. But this will simply give us content to talk about in our future installments of Whatchoo Playin’.
Recently, in fact, we’ve been playing a lot of GoD Factory: Wingmen of course!
The game being more polished than it has ever been is making us want to play it even more. So on top of playtesting and balancing like crazy, we often find ourselves playing for fun or testing our gunship builds against bots in our evenings as well. That’s how compelling the game has become: it’s now both our work AND our pastime!
We are looking forward to play GoD Factory with the players when the game is out this Friday, so look for the Devs, we’ll be the guys with the [DEV] before our name.
game designer at Nine Dots.
I wrote a piece about the costs of starting your own game studio for Polygon and it just went live. If you want all the crunchy details, financial or otherwise, I invite you to read it. A little share can’t hurt either ;)