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Hostile Viking Studio Development

Precursor's Dawn - Greenlit!

Posted by , in Precursor's Dawn 22 October 2016 - * * * * * · 1,252 views
Precursor, Dawn, Greenlight and 8 more...

Precursor's Dawn - Greenlit!
On the morning of Oct 18th, I received the email from Steam informing me that Precursor's Dawn had been Greenlit. Having spend all of the night and some of the morning awake promoting the game did not hear the notification of the email on my phone because I was asleep. However, my teammates were awake for it and began to spam Discord chat. Not seeing me behaving in a similar manner, within the channel, they included my handle every message to ensure I would get the news quickly. After, I think the fifth Discord ping I was up and stung out of bed to my desktop to ensure it wasn’t a trick of exhaustion and a small screen. Sure enough the email had come in at 9:39 AM, just a few hours post crash.
The smile I had was enormous. The huge green banner with the words we had thought would take months to get were there, “This game has been Greenlit by the Community!”
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The Moral Boost that seeing this on our Game Page was unimaginable!
We have been working feverishly to ensure we have a stable product for an Early Access Launch. Further updates with address this and look for feedback from anyone that has experience navigating these waters.

 

 

We want to thank everyone that stopped by the page, and especially those who voted. GameDev.net was a good source of traffic and feedback. We are thankful for the support this community of developers provided. I will be doing an expended analyst of the Greenlight Campaign. It will highlight what was done right and where we could have improved on. Hopefully, it will be a good resource for anyone gearing up for their own venture into the green light district of Steam.

 

Our Kickstarter Campaign is Running until Oct 27th, 9:30 PM (EST)

 

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Methods of reaching us:
Facebook
Twitter
YouTube
Reddit
imgur
Kickstarter
Steam




Precursor's Dawn Greenlight Campaign LIVE!

Posted by , in Precursor's Dawn 04 October 2016 - - - - - - · 657 views
Precursor, Dawn, SciFi, Tactical and 3 more...

Check out the fast paced SciFi Tactical Combat game, Precursor's Dawn on Greenlight. Even if this is not a game for you the traffic helps. Votes help the most, but we will be very happy for the traffic. Thank you.

 

 

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Vote for Precursor's Dawn on Greenlight

 

 

 

 

 

 

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Additionally, we are on Kickstarter. Thank you again for checking out our post.

 

* Edit: We have had 258 Yes votes in our first day!




Kickstarter Live - Check Out for Details!

Posted by , in Precursor's Dawn 02 October 2016 - - - - - - · 1,487 views
Precursor, Dawn, Kickstarter and 8 more...

Precursor’s Dawn is a space strategy game unlike anything before. RPG like elements that help to drive a robust and unique gameplay world. You will travel the vast distances of the universe in search of an ancient technology that will ultimately change the balance of power between the known civilizations. Once the technology is found, it is up to you to command, design, and deploy the most powerful fleet to protect the information at all costs. Our unique, combat system lets you summon ships into the battlefield while providing you with a broad overview of the gameboard. Couple this with Co-Op play and head to head multiplayer and you have a game that will leave you satisfied for weeks to come. All of this and more, brought to you using UE4 and AAA technologies.
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Visit the Kickstarter Page

 

You may have seen the banner ad for the game here on GameDev.net. Thank you for white listing this site for your Ad Block.
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  • Single & Multiplayer Turn-based Tactical gameplay
  • PC platform with additional platforms as stretch goals
  • Single player gameplay with persistent progression
  • AAA-style visuals & sound
  • In-depth upgrade and fleet creation
  • Three playable races
  • Varied Multi-player options
  • Lots of Space Ships
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Precursor’s Dawn is X-COM with Spaceships!
Precursor’s Dawn is a turn-based combat system drawing inspiration from Masters of Orion series, Final Fantasy Tactics, Advance Wars, and WarHammer 40k. Keeping these games in mind, we wanted a game that felt familiar and great to play. What do we mean by that? Precursor’s Dawn is more a game of strategy and adapting to your enemy than hoping you have the better roll of the dice or card draw. Furthermore, ships are not locked into a single hex. We wanted the size of the hull to have weight (space joke). When a battleship class moves across the field of combat, it encompasses more real estate than a frigate class. Using larger ships means there is more to shoot at and tactical movement to prevent bottlenecking your fleet’s movements.
Too often combat in games boils down to, “Does my Hero/tank/ship have more levels or experience than the enemy?” Precursor’s Dawn takes the path less traveled. The decisions you make to the types and load-outs of your ships can vastly alter the way you utilize them. Do you want to play with faster smaller ship, or use indirect fire weapons as you hide behind wreckage? Select the hulls, talents and load outs matching your play-style.
If you read something that interested you please check out our Kickstarter Page for more information.

 

 

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SOCIAL MEDIA

 

 

 

Please, even if you are not looking to pledge, help out a fellow GameDev member and spread the word.

 

Thank you.




Looking for Feedback - Kickstarter Page Preview

Posted by , in Precursor's Dawn 29 September 2016 - - - - - - · 765 views
Kickstarter, Precursor, Dawn and 3 more...

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GameDev.net's community was an amazing help during my first Kickstarter, therefore I am hoping we have even better results this time around by getting the community involved before the launch.

 

Kickstarter Preview Page

 

Any feedback you have would be wonderful and very help. You can leave comments here, on the preview page, or contact me directly.
Thank you in advance.




The Teaser Tailer - Precursor's Dawn

Posted by , in Precursor's Dawn 21 September 2016 - - - - - - · 966 views
Space, Game, Precursor and 5 more...

Two points of announcement with this Journal entry:
First, Hostile Viking Studio is now alive and kicking.
Second, we have an amazing teaser for our first game to share.

 

Travel to a distance galaxy and help shape the balance while avoiding throwing your civilization into chaos.
Without further pause, here is the Teaser Trailer for Precursor's Dawn:

 

Hope you enjoyed this peak into the project, because a flood of content will be emerging over the next couple weeks as the Greenlight campaign goes live.
Special thanks you all of those connections during the Kickstarter and now.
Comments, and feedback are welcomed!

 

YouTube Channel: Hostile Viking Studio
Twitter: @Precursors_Dawn




Where has the Time Gone?

Posted by , in Portas Aurora: Battleline 20 August 2016 - - - - - - · 1,154 views
Portas Aurora, Space, Game, Life and 5 more...

While I have popped not the site from time-to-time over the last couple of years, just checked my journal entries and my last one was 2 years and a day ago, I have been stuck in a weird state of not being able to post much. To fill in the gap I thought I would write a post detailing it all out, then I thought it would be more fun to do kind of a Q&A session to see if I could answer my own hard questions.

 

Q. Why?
A. The project I had been feverishly working on Portas Aurora: Battleline came to a halt when I was deployed. Upon returning I had only a couple of weeks remaining before my move to Hawaii and rushed to get everything a move of that order requires.

 

Q.Why didn’t you continue on your game after your move?
A. I took sometime off to sort things out involving a girl and by Christmas I was hired onto a non game app project and no longer with the girl.

 

Q. Surely you were able to make some progress on your game ideas while working?
A. Originally, I was only working for a month on the project. It was kind of a job interview and prototype and idea of the company’s type of project. It included some bluetooth beacon technology I had previously worked with for the Air Force and the Army. If anyone would like to hear more about that I am game, it has some interesting possibilities for gaming. However, once the prototype was completed they need a lead developer that understood all of the problems the system had. I laughed seeing the issue I had created. Interested in seeing where this could lead I signed on for another 6 months of work.

 

Q. Okay, now it is mid summer and you have completed the side quest, what about a game?
A. Well as luck would have it, the company put in a bid to overhaul a game/social media app and was approved to tackle the rework. I signed up to lead the development, believing that I was coming for my game ideas and not the fact that I was more of a speed programer. The rework was played out to take 45-60 at most. In fact the in-house timetable was 37 days from receiving the source material to a final product. This would be come a grave misunderstanding between two companies as the iOS version was launched and then its completed development status stalled on minor changes that needed to be ironed out before the Android version could be build with speed. If you are curious about what a game / social app looks like check out http://jigsterapp.com. I will do a post mortem on the project in an upcoming article now that I have been cleared to discuss the adventure.

 

Q. How long did the rework take?
A. Technically, the company completed the work in April, but there is a maintenance period that is still in affect. The game/social media app came out leaps better than the original, but I still wanted to have done more with it. A fellow Developer on this site did a large chunk of the art assets upgrades, even if a good chunk went used for poor reasons.

 

Q. April was 4 months ago, where have you been?
A. After some issues of completion payments with the company I was working for a very random chance popped up at the beginning of May for me to attempt to launch a project of my choosing. I debated a bit and finally decided to throw myself to the winds of chaos.

 

Q. So…what happened since accepting the offer?
A. As life would have it about a million random things cropped up as road blocks. I had to move, take on some rush work to make extra money for the move and negations for the final deal on the project, like funding, goals, and timetables. In the first 2 months more than twice the number of things went wrong compared to right. Computer was stuck in Hawaii for the dumbest reasons, phone got taken, Family health issues. Time Warner issues at the Company house. Picking up a new game engine, the final deal in writing dragged on. When the storm clouds finally started to clear around 20th of July some of the people I wanted to group with were already involved with other projects. Still I have pressed forward and last night I returned to the site and interacted for the first time in 4 months.

 

Q. Does that mean that you have some game development news to share?
A. Yes. I have gotten the funding and the go ahead to launch forward with my game idea. Well some of the primary idea have changed, mostly to fit the new timetables and work with the budget, but I think I have a close to tight grip on the design and layout of the game.

 

Q. Okay, going to share anymore about this new game?
A. I still want to do the Battleline game, therefore I went in search of a new title and found: Precursor’s Dawn. The story behind the game is one of the other races have discovered a Dyson’s sphere encompassing an O type star and it is now a race to mining its secrets before they are used to destroy you. I will be doing a more complete article on it shortly.

 

Q. Final question, for tonight, does this mean you have returned to the site?
A. I never completely left it, but I will be posting once again. Excited to have something to add this site once again.

 

That wraps up this entry, but I am excited to see the site so live and I have a ton of journal entries to read and comment on. :)




First Look into Portas Aurora: Battleline Concept

Posted by , in Portas Aurora: Battleline 19 August 2014 - - - - - - · 872 views


This video highlights a few elements of the game and concept ideas.

Updated the graphics to a Standard resolution

Prototype Version of the Interface
Any feedback is helpful.
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Graphics Now in 720p

Posted by , in Portas Aurora: Battleline 16 August 2014 - - - - - - · 845 views
Portas Aurora, Battleline, CCG and 3 more...
After talking with a few devs in the chat here and talking to other team members, it was decided that the next logical step would be to upgrade the graphics from 720x938 of the image shown in the last posted to a more "standard" resolution of 1280x720.
With the change in display size I understood that the UI would need to be updated to fit within the new space. However, I did not think that the game itself would evolve a bit with a simple change of the display size. The battlefield changed, where there were once 2 rows of 5 columns for units to be deployed there are now only 9 total spaces. Comments I received noted that at first it was confusing on whether or not a player's units could move onto the opponent's side of the field. Therefore, we moved the point at which the two sets of Battlelines came into contact away from each other. The hope is makes possible movement and deploy positions more intuitive to new players.
Additionally, we are working at a feverous pace to have the possibility to open the Demo to a few players to test out this coming Monday.*

*Edit: Due to the introduction of concept art earlier than planned, we have paused production to adjust the current design layout and planed route. Stay tuned for further updates.

Feedback is going to be key to tightening mechanics and grand players the best possible game. If anyone is interested in play testing please drop me a message or a comment.
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Demo Now Visually Shareable

Posted by , in Portas Aurora: Battleline 13 August 2014 - - - - - - · 914 views
Portas Aurora, Battleline, CCG and 4 more...
My last post, check it out, talked about the process leading to the creation of Battleline's Demo. Now 12 days into the Demo's development it has finally arrived at a point where, I believe, it is visually shareable.
The included Screenshot is of a game during the player's side of turn 6. The graphics are ALL placeholders with the white blocks being the target of future art assets. While I could talk about all of the things going on in the displayed image, I believe fellow developers would like to hear about some learning points that came up along the route to this point.

The planning period for the Demo took a full day. We, the team behind the project, have learned that it is often the case that 1 minute of planning saves 10 fold as much time in headaches and lost focus later. One point that came up a lot during the planning was the idea that images even placeholders would gate development. This did become a fact at a few points along the path to the Demo's current state. How and where the stat data for units would be stored effected more than a handful of decisions on how information would need to be handled. We were lucky that there was a cache of 300 cards to draw from for the testing. The graphic problem was a bit worst that "normal" due to the idea that the images used would have dynamic base images that would allow the demo to assemble the unit's image from data within the current game. The first version of the Token, the term we use for the unit on the battlefield, took about 6 hours. That is a lot for something that looks close to the level of MS paint. The key time saver came when we start tying more elements within the game together. A unit's stats could be changed and the image changed, not to another one from a library, but the core image. It also allowed us to play with size and spacing at an accelerated pace.

A second large point that may have cost us a day or even 2 was the decision to try and modify the prototype code of the Demo into the final version. There was a fair amount of back and forth, and in the end some hoped it would allow us to see more results sooner. Sometimes this can be a good idea, especially for teams that have worked on projects of similar types before. However, we have never developed a CCG and some of the crazy pitfalls that come along dealing with how cards that generate or use other cards throw some of the prototype's basic structure into a fire that consumer it.
Currently 95% of the prototype's code has been replaced with updated and tighter fitting solutions.

If the last 12 days had to be done over, I would do a few things different. First I would spend maybe another day planning the timeline between art assets that would act as time gates and have them knocked out ahead of when they would limit development, Second the decision after the prototype was deemed complete to continue used that code base for the production version, I feel was a mistake. Still hindsight being 20/20 I think 12 days is fairly fast for the current state of the Demo, but I will see what the community thinks.
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A Week into Demo Development

Posted by , in Portas Aurora: Battleline 07 August 2014 - - - - - - · 895 views
Portas Aurora, Battleline, Demo and 2 more...
After setting some rough boundaries I drafted a Design Document for the Demo. This brought a fair amount of discussion over whether a different document was required. However, the basic logic of the Demo only covering a faction of the full game's scope and therefore would present some of its own unique challenges won the day. Because of this we are treating the Demo as an independent project.

The second step was to find a setting for the Demo. By setting I mean a language and possibly a platform/engine to create the internal framework. As part of the limitations the number of art assets available to the Demo were virtually none and we are not looking to create them first. (The actual game version has only a hand-full of drawings for board design.) Therefore, the Demo would have to be "playable" using quickly created placeholders.
We have a licensed copy of Unity and after seeing Hearthstone shine on the engine it seemed the perfect idea. However, after a few hours of tinkering it was found that using the basic placeholder object in Unity would not be a workable solution. I am not saying that Unity is bad. I really enjoy working with it and believe the final/full version of the game will be powered by Unity, but the current design listing of the Demo requires it to be created quickly and with few art assets something that slowed down Unity production. If we had most are or at least 50% of the art it would be the perfect solution.
Having just finished a fair number of Java based products just before shifting focus back to game development it was suggested that Java be tested to see if it fit our needs. While being a skilled programmer in Java it is not a favorite language of mine to write in. Still as a team project and the fact it was a valid idea a few hours of testing was spent. Again the same issue of being limited by weak placeholder objects began to slow development. After the results of the Java trail were sent to the group the matter of finding an artist to even begin the project was brought up.
Art is a very key element in a successful game and we have been looking for an artist with the vision and talent in the direction of the game. Still there is a need to move forward and this need finally broke the back and forth over the artist topic. We are mostly a group of people that do web development and it was asked if we could just make the Demo a web app. It would allow the highest percent of us to program and review the project compared to other platforms. In a massive burst of laughter it was decided that this would be the route to take. It did bring up a few question of why this was not thought of first, but I think because we are not full-time game developers we had brushed aside a large portion of the talents we used on a daily basis because of our rookie status.

The third step tends to be the one the most hair is lost over, construction. The full game had been prototyped as web based and we quickly went to the archives to see if there was anything useful. The first few days were a flurry of emails and Ventrilo comments of "Go to my url." The board evolved from a very basic table based layout to a colorful interactive sight. The Design Document was always open with people talking about how best to achieve the set goals or if some of them were a little grand for the current scope. The second pair of days didn't see the pace slow, but there was less enjoyment because there was a data structure issue that had been discovered because of the heavy traffic testing. The game board (Battlefield) had already seen a half dozen alteration and improvement because of testing, but this data structure issue was not going to be a low time investment issue. With hundred of cards in need of being moved to the new system there was a lost of steam.
Design Document saves the day. An early morning meeting over the newest purposed data mapping remained us that the Design Document only called for approx. 90 cards to be in the Demo. Either for the lack of sleep or the early hour someone made the comment that we select the Race with the least amount of cards requiring conversion. The idea was simple and became a fresh western wind into our sails.

For now the project has been divided into two subgroups Battlefield Data Tracking and Card Conversion. Both systems require that the other is function before they can be tested and in a few hours the latest build will be tested, but first I wanted to post this update. Due to the state of flux of the Demo's visuals, I will hold off on posting any images. Creating the Demo will require another week or so to account for all of the changes that are being made to the game and its data structures, but we are are all in good spirits even over some of the more challenging tasks on the list.






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