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Game Developers Conference

Posted by Dmitriy Gorbachev, Feb 20 2017, 02:08 PM

Game Developers Conference
Hi guys, if anyone is at San Francisco for the Game Developers Conference (the week of the 27th), Edmundo (art director) and Andres Bordeu (game designer) will be around. In case someone would like to stop by and chat with these crazy devs. We can go grab a beer or something. You are invited!

Note: We can later coordinate the specific location and time if there is quorum.



Rock of Ages 2: Main Theme - Piano

Posted by Dmitriy Gorbachev, Feb 2 2017, 01:04 PM in Development

Rock of Ages 2: Main Theme - Piano
Welcome to the latest 'behind the scenes' update where we've prepared a special treat for those interested in the music developments of the sequel.

In the following video Patricio Meneses introduces us to the new Main Theme - the piano version (we're still keeping the primary composition secret for now). Here's the feature:







This video also has a couple of hints to some new stuff in the game. Can you tell what it is?

Just like in the first, the main theme is all original composition, but the rest of the tracks will include brief cameos from the great classics. It will be cool to see who can tell which masterpieces have inspired our levels when we start showing more of the music.

Hope you enjoyed this update! All the music from the game is pretty much ready and Patricio is now starting to work on the Original Soundtrack. We can't wait to show you more of his work in the upcoming weeks. Stay tuned!




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Rock of Ages 2: Bigger & Boulder [Dev Blog #11] - Level comparison: Scotland vs Wallachia

Posted by Dmitriy Gorbachev, Jan 27 2017, 04:07 PM in Development

Level comparison: Scotland vs Wallachia
Hi guys. Sorry for the delay for this latest update. Starting a new year generally has us busy with a bunch of things and while many of you may be enjoying a nice cool winter, here in Santiago it feels like a furnace outside, which doesn't help too much. But don't worry; we're still hard at work making sure the game lives up to its potential!

Following our regular development blog posts this time we'll be looking at how we've redesigned one of the most characteristic levels from the first game and re-imagined it for the sequel.



Scotland on the left (Rock of Ages 2), Wallachia on the right (Rock of Ages). Same level, re-imagined.

When we started developing the sequel we decided we wanted to bring back some of the more competitive and fun levels featured in the first game. Most of the levels in the new game are still brand new, but there were a couple of older designs that we thought were worth rescuing, and this is one of those cases.

In the following segments we'll explain what changes we did to improve the existing design and how that should translate in to a better gameplay experience.

Note: In the original game you have to fight Dracula at this point. Even though the level layout looks quite similar, we've decided that this level is now located in Scotland. Why? Just because. 40% less historically accurate, right? Any ideas who you'll get to face here?


Starting points

In all of the levels in the original Rock of Ages, the track mirroring is split at the boulder launching area, having both adversaries looking in opposite directions. We thought it wasn't very fun to start by having you give your back to your enemy, so we've tried to set up starting points that are facing each other.



Above: Rock of Ages. Below: Rock of Ages 2. Here you have line of sight of your opponent.

We've avoided placing boulders directly next to each other in the new game. In most cases you should always be able to view your opponent in a 180 degree view radius. In some maps paths will even briefly intersect.

The narrow section

Another area we decided to redesign is the center of the level that featured a narrow segment with steps. Many people disliked the steps because they killed any momentum you may have gained at that point (and blocking the boulder should be consequence of unit placement, not level design). So to address this problem we decided to replace this area with a bridge.


Above: Rock of Ages. Below: Rock of Ages 2.

Instead of making steps in this area we made it narrower, which presents its own challenge. But a fast boulder that is able to avoid enemy units should be able to move through this part at a good speed. We also decided to limit the areas where you can place units to the checkered sections, because defending the complete bridge was too easy without these limitations.

The shortcut

We wanted to keep the shortcut in the middle section that rewards players that take the "leap of faith" and are able to cover both jumps.


Above: Rock of Ages. Below: Rock of Ages 2.

The smaller platforms are still easy to defend to dissuade players that want to take the risk. The jump is also a little harder for regular boulders, but much easier for light boulders like the giant balloons. Setting up your roster with two different boulders might be a good idea in this level, to cover both paths (take the shortcut or the bridge).

Near the castle

The final segment that leads to the castle was also repurposed to support more interesting gameplay. This section was fun in the original, but very hard to defend effectively.



Above: Rock of Ages. Below: Rock of Ages 2.

The old layout which features several round-like rocks really prevents you from setting up a good defense, because these rocks are easy to jump over/past, invalidating most of the usable terrain.

All levels with good design need to feature areas where defenses can be more effective. We decided to include a stone arch that serves as a choke point, since the entry and exit can be blocked quite easily (you can't build directly below though). Additionally, it's expected that many players will want to set up defenses in the final segment of the level, just before the castle, so we wanted to provide a good landmark to assist with such defenses.

And that's everything for this blog post! Hope everyone likes the changes for our "version 2.0" of the Wallachia level. Stay tuned that we'll be posting some news on Patricio Meneses' music in our next blog post, which should be just around the corner.




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Scarlet Nova 2017 format Calendar

Posted by Dmitriy Gorbachev, Jan 26 2017, 10:34 AM

New on 'The Deadly Tower of Monsters':

By popular demand we've reformatted Steam's Scarlet Nova digital calendar for 2017. Files should be automatically downloaded to your computer.

For those who didn't know, the digital calendar is located at:
Steam\SteamApps\common\the_deadly_tower_of_monsters\Scarlet Nova Calendar

Note: January has been set for 2018 since it already passed.

The calendar will soon be available on GOG as well.



Zeno Clash ranks 48 in Rock, Paper, Shotgun best 50 FPS of all time on PC!

Posted by Dmitriy Gorbachev, Jan 17 2017, 09:14 AM

Once again Zeno Clash is rated as one of the best first-person games on PC ever made. This time it ranks 48 in Rock, Paper, Shotgun's best 50 FPS of all time on PC! We're honored to still be on the list as of 2017!

Absolutely made our day! smile.gif



Happy New Year!

Posted by Dmitriy Gorbachev, Dec 31 2016, 05:07 PM

Happy New Year!
We wish you a rock-solid new year! May happiness and success roll out for you throughout 2017!


Rock of Ages 2 notepad giveaway winners.

Posted by Dmitriy Gorbachev, Dec 31 2016, 07:17 AM

Rock of Ages 2 notepad giveaway winners.
Here are the lucky few who will get an awesome Rock of Ages 2 themed notepad in the new year!

Steam winners:

🎃G-d🎃

AvidWriter

Gustev

Futuramic

HazardousPath


Facebook winner:

Christo Brink

Twitter winner:

Lord of Cheese

We will be contacting the winners. If someone wouldn't want to share their address, we will pick a new winner.

Have happy remaining holidays and a wonderful 2017, everyone!



Happy Holidays from ACE Team!

Posted by Dmitriy Gorbachev, Dec 23 2016, 11:41 AM

Happy Holidays from ACE Team!
Our most sincere thanks to all our community for continuing to support us during 2016 with our latest releases. It's thanks to you guys that we can continue to develop new exciting projects, so again, a huge thanks from our part!

Hoping 2017 will be a great year with Rock of Ages 2 and other secret stuff in the horizon!

Best wishes,
The ACE Team staff


Holidays giveaway! Win a Rock of Ages 2 notepad!

Posted by Dmitriy Gorbachev, Dec 20 2016, 02:57 PM

Holidays giveaway! Win a Rock of Ages 2 notepad!
Hi guys,

To celebrate the end of the year we wanted to run a small contest where winners will be participating for a cool Rock of Ages 2 themed notepad. Ideal to take your 2017 notes and have all your friends green with envy. All notepads will also include a little surprise inside!

To participate all you have to do is be a member of the Rock of Ages 2 hub. In addition, if you wishlist the game on Steam your chances of winning are twice as good!!

To join the hub press "Follow" on the Rock of Ages 2 Steam store page.

We're also running this contest on some of our other social media sites. Join our Facebook and Twitter pages and share our posts about this giveaway if you want to increase your odds:

We'll be drawing 5 notepads in this Steam group. Winners will be announced on Friday the 30th. Good luck to everyone!


Rock of Ages 2: Bigger & Boulder [Dev Blog #10] - Unit review: The Battleship

Posted by Dmitriy Gorbachev, Dec 13 2016, 02:50 PM in Development

Unit review: The Battleship
Hey guys. Welcome to a new defensive unit overview. This time we'll be looking at the updated Battleship.



Same or not?

The battleship serves a similar purpose to that of the original Rock of Ages. The unit fires in to the air and the projectile briefly lands near you in a mortar-like vertical angle, trying to anticipate your location. However, the cannonball shot features some new dynamics that make it more useful as an obstacle and the visual redesign is meant to reflect this.

Shells or land mines?

The vertical shot is meant to land directly on the boulder for highest damage, but if the shot misses, it can still deal damage in the form of a temporary land mine.


Bombarded with 'cannon shells'


The cannonballs that hit the surface burry half way in to the ground. While they are there they act as mines. Boulders that roll on top of exposed shells will cause these to explode. Additionally, buried shots start to gain pressure and explode after a few seconds.



Land mine mechanic: Cannonballs that burry in to the ground explode briefly after.


Just like in the first game, when the battleship prepares to fire it will be accompanied by a visual and audio cue. The destination impact point is signaled by an animated reticule so players can attempt to dodge the falling projectile. Falling shots will also leave a trial of smoke so other players can visualize the projectile's trajectory from far away distances.



Missed me by a hair!


The visuals

One of the things we wanted to convey with the new design is a more clear representation of the vertical attack. The old unit felt like it "spawned" projectiles out of thin air, and even though this is actually how the game executes the attack, it seemed important to create the illusion that there is an actual mortar-like arced shot.

The massive four cannons that are located on the ship in a radial like pattern show that the unit is aiming towards the sky. The cannon facing the targeted boulder wills always be the cannon that fires. The fire animation is quite dramatic, so even if you're not playing with audio you'll be able to prepare for the imminent reticule to show up.

It's curious that while we were preparing this blog post we quickly realized something was missing from the battleship when comparing it to the older design: COLORS!



Battleship from RoA on the left. Battleship from RoA2 on the right.


It's incredible what some nice colors can do to compliment a design. Even if the older unit has less polygons and simpler lighting/shading it looks much more interesting. So the next step will be to complement the existing design with color coding which will not only improve the overall aesthetics but also allow the unit to display your team's color selection.

Look forward to screenshots of a more colorful battleship once we include color coding to the materials.

And that's it for today! We hope everyone enjoys this content update that was a bit overdue. Until the next time!




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Indie of the Year Awards


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