Archive for the ‘ GoD Factory ’ Category

Proudly present: Galaxy Update 1.1!

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!

Dev blog from the sound designer on GoD Factory: Wingmen

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.

GoD Factory: Wingmen is out!

The title says it all. After years of work, we’re finally releasing the game on the market. Here’s what Steam’S front page looks like at the moment ;)


Click here to get on the store page.

Have fun!

Steam Achievements and Squad System

GoD Factory: Wingmen is almost complete and we’re now mostly doing finishing touches, such as the Steam Achievements and the system to be able to play is pre-made teams, or squads.

Rather than just put achievements for the sake of it, we decided to make them matter a little more by associating them with in-game rewards. Every achievement you unlock will grant you credits and a new color or sheen to apply to your ship. We have over 40 achievements, with varying degree of difficulty. We’re using those also to train the player and to show him different tactics and abilities.

The squad system has always been something important to have but which always got pushed away in development in favor of issues more directly related to gameplay. Now we finally got around to making it. Essentially, it’s just a way to say tag your friends and say “I play with them and we stay together” and when the squad leader enters a game or leaves one, his team will follow.

With these two things out of the way, there is little more left to do than menu sounds, debugging and polishing.

Oh and on another note, tonight we’re going to play a game of Guns of Icarue Online against the devs! It will be on our twitch channel at 8pm Eastern Times.

This is what their game is about.

This is what their game is about.

Crew Quarters and a space station’s interior

 We’ve begun work on an interior environment for the Crew quarters, where a player can see his or her track record. Here’s a work in progress screenshot from the game (with no menus):


The different computer terminals will bring up different information about your pilot career.

This work prepares us for the eventual single player of GoD Factory, where your character will be able to walk the halls of a massive ship.


The room shown above is composed of many small parts, such as a straight wall, a corner wall, etc. This allows me to create new layouts on the fly, which will be useful once we’ll need a more comprehensive environment for our characters to eventually move in.


Until next time,


Terrain Update – Mechanical Hedrons and GoD Statue

Today’s post concerns the changes which are taking place in GoD Factory’s terrain. After finding that the terrain was too complex from a programming standpoint, the art team has spent time and effort to create a new kind of asteroid: one with mechanical details instead of asteroids with natural rock only.


The change is not only esthetic and  geared toward computer performance, though. The new terrain features more nooks and crannies, as well as tunnels and other peculiar pieces of cover. Playing matches in these new environments will allow players to further use the terrain to their advantage, adding depth to the experience.




We also found the time to complete a new version of one of the titular “GoD”. The giant statue that will tower over the battlefield will have more details and a more graceful figure, grace being one of the defining keywords we’ve used when designing our game’s look.



A side and back version:



The terrain is not 100% complete and has not been properly playtested yet. We also have a bit of work left to perfect the lighting and the post-processing effects to achieve a maximum visual fidelity in GoD Factory: Wingmen.


Until Next Time,

Étienne Vanier, Lead Artist

Bots, textures, new environment assets and more

The feedback we received from the beta was very useful in identifying what should be prioritized. We’ve been hard at work to bring the game up to your expectations, and this is what we’ve come up with so far:

Even though we thought it would be very hard to develop a competent AI before the game’s launch, we had to realize that we simply had no choice on the matter. We need bots so that new players have a safe space without the pressure of others to practice, and that way we also provide something to do when there aren’t enough people online to fill up a match. We think that this feature will really help fill up the lobbies.

Right now our bots can attack and defend the carrier, they respond to commands issued via the communication macros and they can participate in dogfights. They aren’t that difficult to beat, but you can use them efficiently if you give the right orders at the right time. It’s actually more fun than I expected to be honest. Here’s a short video:

Some people felt that even though the artistic direction was nice, the visuals looked a little dated. We want to keep the game accessible to a wide range of hardware, but we did find a way to improve the textures without making it more intensive on your computer. Essentially, we found another process to improve the normal maps, which in turn gives a more defined and detailed look. You can get a glimpse here:

Another frequently requested feature was a general chat that you can access outside of match lobbies. It’s done.

We also added some informative sections in the game on damage combos and carrier parts, in a more elegant fashion than how it was during our kickstarter builds.

We made the wave type weapons more satisfying to use by adding a short anticipation phase before they detonate.

We did an overhaul of the victory screens once back in the lobby to better communicate how the progression system works.

It is now much easier to identify in what rank a gunship part is.

We made abilities more satisfying to use by increasing the amount of feedback to the player and adding or replacing some FX and sound effects. For instance, when a kamikaze decoy starts heading toward the enemy that attacked it, it glows red and looks more threatening, helping the player understand that he was attacking a decoy.

We also did some changes to the level environment, but we’re not ready to show that to you yet!

That’s it for today!


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