NDS Dementium: The Ward

Sasuke schrieb:
Ach und das Spiel heisst jetzt Dementium: The Ward 8-)

Hinweiß auf mögliche Nachfolger :)

Gamecock is wohl n sicherer Publisher nach dem was dahinter steckt, also gute Chancen das es a) finanziell und organisatorisch abgesichert ist und b) auch vom Gameplay her gewissen Mindestanforderungen entspricht. Aussehen tuts ja eh super.
 
IGN hatte auch ein paar exklusive Pics!
dementium-the-ward--20070601012543222.jpg

dementium-the-ward--20070601012543910.jpg

dementium-the-ward--20070601012545191.jpg


Das HUD wurde mächtig überarbeitet!

Insectide, Mushroom Men und jetzt auch noch The Ward, Gamecock könnte mein neuer Lieblingpublisher werden! :D
 
Hmm...mal ne Frage, fällt mir gerade nicht ein - kann es sein das wird das Spiel noch garnet in Bewegung gesehen haben ? Weil hab das Spiel sehr schick in Erinnerung und die Bilder gefallen mir aber gar nicht so sehr... :blushed:
 
Sasuke schrieb:
Hmm...mal ne Frage, fällt mir gerade nicht ein - kann es sein das wird das Spiel noch garnet in Bewegung gesehen haben ? Weil hab das Spiel sehr schick in Erinnerung und die Bilder gefallen mir aber gar nicht so sehr... :blushed:

Es gab einen kurzen Teaser der warscheinlich Ingame-Modelle verwendete, die auf PC-Software liefen und desshalb Effekte wie AA erlaubten, die der DS nicht besitzt.

Echte Ingame-Filmchen gab es bisher nicht...

Zudem sieht es auf den Bildern so aus als hätte das Spiel einen Griesel-Filter wie Silent Hill, auf Bildern sieht der natürlich scheisse aus aber technisch gesehen ist sowas natürlich beachtlich!
 
Sasuke schrieb:
Hmm...mal ne Frage, fällt mir gerade nicht ein - kann es sein das wird das Spiel noch garnet in Bewegung gesehen haben ? Weil hab das Spiel sehr schick in Erinnerung und die Bilder gefallen mir aber gar nicht so sehr... :blushed:

Bisher nur diesen Trailer, der wohl nich Ingame is: http://www.youtube.com/watch?v=kYZs6W0RyiM&mode=related&search=

Wahrscheinlich gefallen die die Bilder nich weil sie viel zu groß sind, wenn du sie verkleinerst verschwindet das pixelige und sie sehen wieder gut aus.
 
'N Trailer wäre schon nice, aber ich finde die Pics auch recht hübsch.

Wobei der Teaser ganz sicher nicht vom DS stammt. Aber wenn doch, dann ist es einfach nur unglaubblich :o .....aber es ist es mit Sicherheit nicht! :)
 
Find das Logo Hammer... besonders für ein DS Game, dort ist es ja meistens sehr simpel oder kindisch im Bezug auf Logos. Schön zur Abwechslung mal sowas zu haben.....
 
Ihr könnt mich jetzt lünchen. Es sieht grafisch ganz k aus, aber trotzdem mag ich solchen Pixelbrei nicht auf dem NDS. Da hätten sie sowas lieber auf PSP oder einer Heimkonsole entwickeln sollen.
 
Executer-Matze schrieb:
Ihr könnt mich jetzt lünchen. Es sieht grafisch ganz k aus, aber trotzdem mag ich solchen Pixelbrei nicht auf dem NDS. Da hätten sie sowas lieber auf PSP oder einer Heimkonsole entwickeln sollen.

Ich liebe Pixelbrei, so schön nostalgisch. Und aufm mobilen Gerät stört mich das kein bischen.

Außerdem lynchen wir dich höchstens ;)
 
Tyrant_Onion schrieb:
:aargh: Dieses Spiel kann nicht einmal aufhören noch geiler zu werden!!!!
[removed pic from quote]

Wie der Teaser ist dieses Bild mit Ingamegrafik gemacht, es läuft aber warscheinlich auf einem PC Programm wodurch AA und Echtzeitschatten, etc. ermöglicht werden.

Grössere Version:

http://www.renegadekid.com/home.htm

:o .....OMG..... :aargh: .....einfach BOMBASTISCH!!
 
Q&A: Renegade Kid Talks DS Tech, Independence

Q&A: Renegade Kid Talks DS Tech, Independence A 3D survival horror game, with complex lighting effects... for the Nintendo DS? Tiny 3-person Austin developer Renegade Kid, just signed to publisher Gamecock with Dementium, is certainly doing things differently.

While Dementium represents the studio's first independent effort, the team members, led by co-owners Jools Watsham and Gregg Hargrove, have collectively worked on more than twenty published titles, including Aspyr's Stubbs the Zombie, Midway's Area 51, and Namco's Sigma Star Saga.

Gamasutra sat down with co-founders Watsham and Hargrove recently, and talked to them in-depth about making cutting-edge engines for the DS, and being an indie in today's market.


How did Renegade Kid end up getting started?

Jools Watsham: Greg and I have been talking about doing our own thing for 12 odd years now, almost since we started working together. We've worked together for 12-13 years, starting at Iguana, which of course was bought by Acclaim. We worked at a couple other places as well before eventually starting up Renegade Kid. We're going for a small team, with a pedigree of a lot of experience.

Gregg Hargrove: Yeah - we'd worked on other projects together, and we were just sitting at lunch one day at Iguana, and started talking about starting our own company after three months of working together. The timing never really worked out until now.

What was the thinking that led you to start working on Dementium?

JW: We started working on the idea back in December I believe, and from there started working on it really pretty damn quickly. We'd been kicking around the idea of this type of game, and we've always been really big fans of survival horror, like Silent Hill... Silent Hill 2 especially... but we're game players so we wanted to make a game we'd like.

GH: I was excited about trying to do a more adult title. I hadn't had a chance to work on it or do that previously in my career, so I always jump at chances like that. I think the heaviest games I've gotten to work on previously were Stubbs and Area 51, but on Area 51 I mainly worked on environmental art, not the cool scary aspects. Drawing office building after office building, how scary is that? I wanted to draw something with fangs.

Why go indie for DS specifically?

GH: Well, for me, the handheld market is a cool market to get into. I'm a little older, and so my wife won't let me sit in from of the TV and play for hours at a time, but you can just park and pull out your DS anywhere for a quick fix. With Dementium, we've got it set up where you save at the start of any room. So if you close the DS and shut down, you can immediately start back up from where you left off.

I also like the DS because of the touch screen, since it really makes for that PC shooter feel. Touching the pen to the touch pad feels a bit more like a mouse compared to analog sticks or the D-pad, which I always felt moved too slowly.

JW: Well for me, the DS is my favorite platform right now, and has been for a long time. The control is awesome and fluid. Sure, it may not have the horsepower of a next-gen console, but I think that if you push something that is limited, and really see what you can pull out of it, I think you can surprise people.

I think the first company to really do that was Rare with Donkey Kong Country for the SNES. I mean - wow, that was amazing. It seemed like a next-gen game at the time, and that is what we are hoping to do here... to do something you would not expect with our game. And it doesn't have to be an M-rated game. With this technology, hopefully publishers will come knocking at our door, knowing that we have this powerful engine.

How did you get good lighting/3D tech on the DS?

JW: It's been really easy working with our technical team doing the lighting. I mean, we're not going for anything too over the top. One thing that is really interesting are the dynamic lights, which fade off into and out of certain areas, particularly with the flashlight, which offers a great contrast. There is also this idea of fog, which adds a degree of atmosphere. We have some nice moody lights in there as well.

Talking about the flashlight, we were amazed when we got that working... you can really light up enemy characters. It's all dynamic.

GH: Really, we're trying things that are difficult, just to see if it works. And pretty much every time we've found a way to make it work. We try to push the DS as much as we can. In learning from working on the SNES and Genesis, we have learned to pull the most out of the platforms we have worked on. A good chunk of our past has been on working on these systems with limitations... and learning to pull off tricks.

Would you ever consider licensing your DS engine, then?

JW: Sure, absolutely. If it means we get to play more cool games on the DS then I'm all for it. Of course, there's a whole separate business model there with having people to support the engine. If it looks like there is enough legs in the DS market - which by all accounts today, it looks like there is, and if people wanted to use what we've created to make their games, that would be great.

Sound is important in survival horror - how do you make the player listen on DS?

JW: Well, headphones make a difference! Typically you are playing the DS in an environment that isn't the best for sound. We have full surround sound in our game, so if you have an enemy to your left, you'll hear the sound come out of the left speaker. If the enemy is far away, the sound will be quieter, of course, too. We have full 3D positioning with our sound, so that we let the player know where where things are in relation to where they are.

We are putting emphasis on the audio to create the impression of a world outside the real world. It's lower quality sound that you may get on the next-gen consoles, sure... but if you push it, you can really make some really cool stuff on the DS.

Also something we've done with the music is make it completely dynamic. We've created a library of instruments with MIDI triggers. This lets us trigger whatever type of music we want whenever we want. It gives us lots of control.

Why are you doing a non-casual game on DS as a first title?

JW: Because it's difficult to do, plus when it's done it's not going to have all these other me too games comparable to it... it's distinct, and it'll have very little competition. Plus, we are a small studio free to do what we want, so it made sense.

GH: It's our big chance to do something, and this is the sort of game that we feel won't get lost in the shuffle with all the other casual games out there. It's our first shot, and it's a risky shot. But since we're the size we are, we're not risking anyone else's jobs at this point.

Did you draw influence from [Stubbs The Zombie creator] Wideload's outsourcing model? Are you using outsourcing a lot?

GH: Coming from Wideload, it was a great model to go from... and taught me a lot about how to work with people I never saw. They handled it really well. It's obviously a little hard... when you can't just walk over to someone and talk to them. You miss that kind of instant feedback, but as long as you plan for that in the beginning, it's something you can work around. Being as small as we are, it's about the only way we can do what we want to do. Also, having nice group as people as your core group is key.

JW: It also means we need to have our stuff together even more. The more work we can put into the game up front, the better.

How many people do you actually need to make a DS game?

JW: I was talking about this the other day with someone, but it really depends on the game. Generally speaking, the average DS game can be created by a team of 4 to 8 people. This of course depends on your timeline for the game, or how ambitious it is. I know some companies use a lot more than that. Plus, if people have less experience, you may need double that because of more iterations, and more mistakes.

GH: We have found some really good quality people. When you are not taking people fresh out of school with no experience, but instead are using people who know what they are doing, and you don't have to lead hem through the processes, it makes a huge difference.

How many people are on your team?

JW: We have 3 core staff and 5 outsourced. The thing to remember is that those outsourced members didn't come on until about half way or third of the way into the project.

What games are particularly seminal for you - and were you influenced by any of them in making Dementium?

GH: I really liked the Silent Hill games. Even the original Doom, I would play it on the PlayStation in surround sound... and it would give me tingles. I've always been a fan of arcade racers as well, like the Need for Speed games. Going back, the first game I really ever got into was on the NES, and that was Star Tropics.

JW: I only play DS games these days. The two I have been spending a lot of times with lately are Chocobo Tales and Pokemon Pearl.

Quelle: Gamasutra
 
Blackvirus schrieb:
Kann das mal bitte jemand zusammenfassen? :blushed:

Paar Stichpunkte die ich nach dem durchlesen noch weiß, das wichtigste zuerst:

-Jools Watsham spielt momentan Pokemon Pearl
-Das Game hat ne art "Sourround Sound", berechnet also wie sich geräusche von der aktuellen position des Spielers anhören--> kommt mit kopfhörern zur geltung
-es gibt chicke dynamisches beleuchtung, z.B. mit der tachenlampe
- sie sind es gewohnt mit Tricks alles aus der jeweiligen Platform mit der sie arbeiten heruaszukitzeln und machen das auch beim DS
-die Steureung via Stylus is viel näher an PC-Shooter feeling drann als via Analogstick
-wenn man den Ds zuklappt startet man im gleichen Raum wieder
-sie wollen die Engine gern Verkaufen
-sie haben nur 3 LEute im Team und 5 extrene Mitarbeiter
- sie haben das Spiel u.A. gemacht weil sie als kleiner Entwickler noch risiken eingehen können (is ja kein MAinstream Game), sie nen Erwachsenen Titel machen wollten und in dem Gerne recht konkurrenzlos sind

p.s. entschuldigt meine Rechtschreibung aber es ist so heiiiißßßß....
 
Neues 1up-Blog Update!
Gamecock? Yeah, I Said Cock!

OK, so I've been a little busy lately and unable to update my blog. The good news is that I've been busy working on the game! :)

Gamecock...
First off, I'm really happy with Gamecock. Yeah, they have a strange name, but they're a really great group of people. They actually believe in the notion of allowing the developer to make their game. They provide some great input, but do not demand you do what they say - very refreshing. I actually feel extremely fortunate that we made a deal with such a cool publisher. I have faith that as a team we'll do what's right for the game. I've never been able to say that before! :)

New Name
The new name for the game came about when we were thinking of what we'd do with future games. The Ward implies it is always in a hospital, or at best another type of ward, like a prison ward (which would be awesome). So, if we decide to continue building upon the series we felt that we needed a name that encapsulated the big picture. Yeah, I used the word 'encapsulated' - that cost me $2. Anyway, so we racked our brains and with the help of the fine chaps at Gamecock we came up with Dementium. I really like the name a lot, and I especially like the new logo...

New Logo - Developer-Publisher Conflict?
When it came time to create the new logo for the game, Gamecock commissioned a fine company who presented seven awesome variations on the name Dementium: The Ward. Gregg and I narrowed it down to two, and finally decided on one of them. We let everyone know which one we had chosen (which wasn't easy btw, 'cos they were all winners really). And then both Mr. Wilson and Mr. Iggo said that they preferred what happened to be our second choice. Now, in a typical publisher-developer situation this would result in the developer being trumped by the publisher with them pulling out an assortment of ridiculous reasons for why they insist that their vision is what is be$t for the project and not stop until their decision was the direction taken. Well, having Gamecock's CEO and VP of Marketing tell us that they preferred a different logo than you certainly makes you stop and think for a second. Like I said, ALL of the logos were great, we couldn't have lost with any of them - thanks Todd! ;) So, Gregg and I thought about it and finally decided to stay with our original decision and go for something with more of a twisted charm. Mike and Richard were cool with it - no pushback at all. I'm really happy we went with the logo we did - it brings the right flavor to what we're doing with the game. The old The Ward logo looks way too blood-in-your-face to me now.

Quick Enemy Update - Slimey Screamers

So, anyway - what's going on with the game? Well, we're cranking like crazy people. Gregg, Bob and I are still the core team turning the cogs as quickly (and carefully) as possible. We also now have 5 contractors helping us out with top-notch content - we're cruising at full-speed. Some of the new enemies that we've recently added come in the form of the Infantile Mollusca and Screamers. The slithering blobs known as Infantile Mollusca (IM) can slime-in on you from practically anywhere - awesome! It took ages to get them to work properly, as they not only move across the floor to get you but also up the walls and ceiling. The trickiest part was making them slime their way around corners and such. Well, it all came together in the end thanks to Bob's mental programming skills. The Screamers were a much simpler enemy to create, phew, but provide a great variety in encounter compared to the other enemies. They're crazy-eerie creatures - love it!

Environmental

Gregg has been working like a mad-man on the environments - and they look dementally great! I'm sure I'll set everyone's expectations way too high by saying this, but the sense of reality reminds me of that in Half-Life. It is hard to believe that this is on a DS sometimes. Just seeing stuff positioned everywhere in a naturally disheveled manner allows you believe that something happened here. Who disturbed that stuff? Why is there blood everywhere? What happened here?

Mapping it
I've been mapping out the levels and making sure all of the schedules are updated with the reality of what's going on. It is a crazy juggling act, but the only way to do it. Typically the Game Director role and Producer role should be split into two distinct roles, but with a small team it would only slow the whole process down. As I am so intimate with the content of the game, I can quickly reshuffle tasks in the schedule knowing its impact on the game and how it fits into the development dance. It makes my head hurt, but it keeps us on track.

Music

I've also been tinkering on the ivories a bit, dabbling with some new tunes for the game. The main theme tune is set, now I'm creating variations on that instrument set for different areas in the game.

More later...
 
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