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Your favorite 8-bit and 16-bit era games mashed into one! Metroidvania meets Gradius in an exciting, modern pixel art adventure!
Your favorite 8-bit and 16-bit era games mashed into one! Metroidvania meets Gradius in an exciting, modern pixel art adventure!
Your favorite 8-bit and 16-bit era games mashed into one! Metroidvania meets Gradius in an exciting, modern pixel art adventure!
4,113 backers pledged $100,272 to help bring this project to life.

February update: Backers credits, Apologies, Pax East and an animated .gif!

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Hi everyone,

We are still hard at work on the Alpha build and things are looking pretty good. We will be officially alpha by the end of the month of March. After that I am hoping to roll out a closed beta sometime around June. This private build will be for a few testers/friends out there who really want to contribute in making A.N.N.E better but who understands that it is a rough build. Help that will be much needed in order to accelerate the polish/balancing phase. Right now we're still busy putting some more bosses like this guy here:

Boss: Laser Boar.
Boss: Laser Boar.

Yes we are running a bit late (how surprising), but we are rolling full steam and even have a new artist now on the team helping out dishing out more assets. It's been nuts and will continue to be so for the following months I believe @_@. Months go by like weeks. Gotta... keeep. moving.

Here's a little homework for those of you who's name is going in the credits. This is the first draft of the backers section of the end credits. Simply do a [ctrl+f] on the page to quickly find your name in the list. Note that this is a direct copy and paste from the survey files. If there are any mistakes, typos missing names and or anything funny please get in touch via private KS message or comment below. Thank you!

click to view!
click to view!

 

Now a little word about the unreleased demo...

I have been reminded a few times that I did promise a demo a few years back and I never released it. I truely apologise for breaking my promise. However I am without a doubt that releasing a demo back then would have been a terrible idea, like, feeding you white strawberries or a green bananas. It just wasn't ripe and even now the game rippens more and more as everything is coming together. The pressure and realisation that the game would take me longer to make made me promise something that I didn't feel was the right thing to do at the time. I should have said something then rather than letting it slide. Once again sorry. I do not want to have too many demos and data out there. The internet does not forget. I am only comfortable showing the game personally at events for the moment.

And that being said if you are able to attend Pax East this year then make sure to drop by the booth! #17109. 

Thanks guys and talk to you next month.

Mo

Micro January update, new A.N.N.E illustration and end credits sample

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Hi everyone,

We just had a streak of unfortunate events; bad colds and other personal events that have put a few sticks in our wheels in the past few weeks but we're slowly catching up on our alpha milestone. This week is being spent on paperwork and Pax preparations. Here's something cool to make up for the tiny update:

New A.N.N.E artwork by Luis. You should be seeing this on the upcoming website and on posters and banners over at Pax! It's a pretty high resolution artwork, this is just a thumbnail compared to the actual resolution.

A.N.N.E artwork by Luis.
A.N.N.E artwork by Luis.

We're not done with the game just yet, but that's what the ending credits look like. I know I am repeating myself but I will be releasing the full list to you guys eventually before the release of the game of course.

End credits sample
End credits sample

 

Thank you for keeping up with these updates!

Mo

December Update: Happy New Year!

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In 2016, with the additional funding from the Canadian media Fund, gave me the opportunity to hire a long time friend and awesome programmer Seb. I had coded almost everything myself up to that point and unfortunately the game wasn't running smooth. I was very limited technically and the engine I was using was not porting friendly. 

I always wanted A.N.N.E to run at 60fps on even lower end machine and it was not possible anymore. So we switched to Unity. That did set us back by a few months but in the end, the difference is night and day and in one year we manage to not only bring the game to Unity but make a lot of progress as well. I am very grateful to be surrounded by Luis and Marcos who have been creating great art, FX and animations for the game and Seb who's extensive experience made it possible to have such a large open world while maintaining good performance.

This year I really hope that things can go the way we want them to go so that we may finally put the game out. We are doing everything we can but it's a lot of work to make two games in one; however it's what makes A.N.N.E special. There are still a few tasks ahead of us that i am unable to really tell how long they will take, the beta testing phase, finding the right spot for release, preparing marketing etc... Because of this it is still impossible for me to give a precise date on the release of the game but keep an eye out for upcoming updates!

Have I underestimated the amount of work or have I raised the bar since I first started? Probably a bit of both but in the end I hope that you guys will appreciate the extra effort. 

Thank you everyone and Happy New Year 2017! 

 Mo

You will travel there soon.
You will travel there soon.

 

November Update: On the road to alpha, Pax East 2017

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Greetings fellow backers!  

First I really want to say a big thank you if you are reading this right now. You're continued support means a lot to me. I know the development of this game must feel like it's been going on forever but we are getting closer!  

As I mentioned in the last update we are currently on the road to alpha and we have about 8 weeks to go. We've made great progress and the closer we get the more anxious I become to releasing the game! Our priorities right now are to get all missing features and objects in the game. We've been making bosses, enemies, new bullets/attacks, finishing up the menu and map systems. In 8 weeks we will be able to play the game from A to Z. However it will be rough and unpolished, we will then start the road to beta. I am hoping to start beta access in the April / Mai 2017. 

I was hoping to be releasing the game by then but I do not think that it is possible with the size of the game. Here is a little image to give you an idea of scope. We have 5 worlds in the game and this is one of them. Hopefully this gives you an idea of the scope of the game.

Huge, but fast mobility allows for quick exploration.
Huge, but fast mobility allows for quick exploration.

I can't wait to release new / updated screenshots, unfortunately since we're running around like headless chicken, going as fast as we can to meet our deadline, I do not really have anything visually polished enough. But I will get to it before Pax East! Talking about Pax East, I will have 2 extra passes to give away. I will provide details in an upcoming update. 

Also coming soon in a future update, the end credits! I want to make sure I do not leave anyone out so I will try to roll this out asap. 

Wish us luck!  

Best,  

Mo

Tiny October update

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Hi everyone,

I am unable to really take some time to prepare an interesting update for October but it's been intense and will remain so for the next 14 weeks as we are on the road to alpha. And then hopefully soon after that we can talk beta access. 

We are still shooting for next summer, I am obviously not going to be spending a lot of time online but expect at least a boring update like this one letting you know how things are going in the coming months.

Gogogo!

Mo