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In the ruins of an ancient alien civilization, a lonely slugcat vies to hunt and survive deadly rains in a harsh closed eco-system.
In the ruins of an ancient alien civilization, a lonely slugcat vies to hunt and survive deadly rains in a harsh closed eco-system.
3,030 backers pledged $63,255 to help bring this project to life.

Rain World update: News! Awards! Conventions! Music! Creatures! Mysterious Glyphs!

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Hello Kickstarter friends!

Yes we are alive! In fact, other than lack of sleep, things are going extremely well in Rain World land... 

Conventions! Awards! Etc!

A few weeks ago we made an appearance at the Game Developers Conference in San Francisco, and showed Rain World at IndieMIX held at the IGN offices...

 Notice the pretty new menu...

and Rain World wound up winning First Prize at the IndieMIX "Best of the MIX" awards! WOW!!! We were very shocked, as there were quite a lot of amazing games on display and it was also the first time we were publicly showing a new build of Rain World since a number of significant changes had been made. So after such a long development process it was some much needed encouragement: seems like we're headed in the right direction! 

You can read all about it here: http://www.mediaindieexchange.com/the-mix-5th-anniversary-showcase-highlights/

Joar was also invited to speak at GDC about the procedural animation techniques used in Rain World, which was an honor. It was pretty intimidating to be sandwiched between heavyweights like EA, Ubisoft, Blizzard, etc., and tiny little us with our pixelated lo-fi slugcat aesthetic.

 The room certainly was big enough...

 And here is Joar admiring his handiwork on the big screen...

If you have a GDC vault subscription, you can see the talk here: http://www.gdcvault.com/search.php#&category=free&firstfocus=&keyword=rainworld&conference_id=

PAX EAST!

And if that weren't exciting enough, just yesterday we wrapped up an appearance at PAX East with Adult Swim Games...

 We met some new friends, including this *amazing* Slugcat cosplayer...

Plus fans of all ages...

and all species! 

My mind is blown :O

I was also invited to livestream some Rain World gameplay and chat a bit about the game with JonCarnage and Swiftor on Twitch, which was a very fun experience! 

You can check the video right here for some gameplay bits and assorted banter: https://www.twitch.tv/twitch/v/62338801?t=5h16m40s

There should also be quite a few interviews and previews coming out the next couple of weeks, so if you are interested in reading that stuff, check the Rain World twitter where we'll be posting every scrap: https://twitter.com/RainWorldGame 

MUSIC AND AUDIO!

Since things have been so busy, I haven't had much of a chance to talk about the music and audio design. SO, I made a little video to explain...

At this point Rain World has around 1400 screens of playable terrain covering 12 huge regions, so naturally the music has to be equally gigantic in scope to match! To help me with such a monstrous musical task, I've brought on the talents of composer Lydia Primal to help out for the past few months, and between the two of us we have written over 3.5 hours of music for Rain World (!!!) That's *quite* a lot and we are very proud of the results!

And if that weren't enough audio for you, in addition to the more standard musical events which are used to convey narrative or create a mood for locations, etc., we've also installed a dynamic "threat music" system: Each region has 10 or so layers of audio that can fade in or out depending on how much danger the player is in. They all work together and vary by context, so that it should be a constantly evolving musical experience!

NEW GAME TEASES!

And of course, no Rain World update would be complete without some new gifs. Much of the work of the past few months has been heavily spoiler intensive, but we can show you a few peaks... 

Mysterious Glyphs!

Curious Overseers!

A gang of Scavengers hanging around at an outpost!

 As to what this all means, you'll just have to discover for yourself ;)

Best regards and as always thank you all for you patience and support! This has been a crazy ambitious project, and we couldn't have done it without you! Official announcements will be forthcoming!

--James from Rain World

Rain World mega holiday update 2015!

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Happy holidays slugcat friends! 

Its been a while! The team's been hard at work on TOP SECRET stuff the past few months: two huge late-game regions filled with unique creatures and art. We're through a good portion of that now, so on to implementing some graphical stuff and UI, all of which is spoiler free of course. To get things going, here is some new footage from the updated Heavy Industry region: 

Im sure you noticed some new things from that video...

MAPS

A map was something we had been pretty hesitant on initially, but due to the huge size and complexity of the world (1200+ screens!!) it became pretty obvious we needed something to help the player visualise the environment, so we spent some time finding a suitable solution. 

The map as seen in the video is still early graphically, but the functionality is there. Fairly self-explanatory, the map fills in as the player moves through the world based on what the slugcat sees. Time will proceed as normal when in the map (so player can be eaten or rained on, etc), so the background will be semi-opaque, allowing to player to see if a predator is sneaking up.

One thing that we are concerned with is avoiding a situation where the player “plays the map", running around with it semi-opaque, or quickly tabbing in and out like its a HUD, etc etc. Instead, our concept for this is something like the slugcats visual memory, which requires some time and concentration. So the idea is that the player finds a safe place to hide for a minute or two and think hard about where its been, thus far off locations will take a little while to fill in, etc. (You'll notice that in the video 'lil slugcat closes its eyes to concentrate, awwww!)

FOOD UI

You probably also noticed the new food counter UI, which up until now has just been a number appearing above the players head when they consume food. We are in the process of moving that over to a more final UI version now, which is a system of dots and circles that appears when the player stands still for a period of time:

It should give a little better indication of the hibernation food requirements, and gives up some good tools for shaping the cycle to cycle player experience:

Thats supposed to say “demarcates”, but no spell check in photoshop ;_;
Thats supposed to say “demarcates”, but no spell check in photoshop ;_;

In multiplayer modes, a UI with the corresponding player colors will appear in different corners of the screen.

SCAVENGERS

Right now Joar is working on what should be the masterpiece of Rain World AI, a knuckle-walking, tool-using creatures as intelligent and capable as the slugcat: the Scavengers.

Early movement:

Early visual tracking:

And finally, some close to finished scavengers!

I wont go too deep into their specifics, but suffice to say that they factor heavily into the Rain World ecosystem and narrative.

ART!

Our illustrator Del has been working on some concepts for region landscape art, and that's coming along pretty amazingly:


BUSINESS STUFF

You may have seen a little slugcat at the PlayStation Experience keynote last month? That's right! Rain World was shown on the mainstage as part of Adult Swim's showcase, officially announcing that Rain World will be coming to PS4! Other console announcements will be forthcoming :)

I've got a pile of rooms to polish, so I'll leave it at that for now, but since we are through the bulk of the spoiler stuff you can be expecting a return to more regular Rain World updates as we go down this final stretch toward... A RAIN WORLD LAUNCH DATE!!!

Thank you all so much for your patience and sticking with us on this journey!

Best Holiday Wishes,
James, Joar and the Rain World team

MEGA August update!

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Hello slugcat friends!

As you may have noticed, we are keeping a little quiet recently as things are in serious spoiler territory over here. But we've got so much cool stuff to show, so here are some prime tidbits in no particular order...

Logo reveal: http://coub.com/view/7tzpt

Shoreline: http://coub.com/view/7tyid

Leviathan: http://coub.com/view/7tyox

Strange Crops: http://coub.com/view/7tyvg

Horror Grass: http://coub.com/view/7tz0a

Spore Puffs: http://coub.com/view/7tz5k

Rain Deer: http://coub.com/view/7tzb4

The Wall: http://coub.com/view/7tzj6

Underhang: http://coub.com/view/7tznw

We are using Coub to host our new video clips so we can show off the lighting effects in fullscreen HD and tease some soundtrack music. But if you are on mobile or Coub doesnt work for you for whatever reason, you can check gifs of the above videos here: https://imgur.com/a/Rfr7S

DEL!

You may have noticed our slick new logo WIP up top? Well that is the work of our amazing new illustrator, Del! We have been working with her for the past few months back and forth, getting concepts together and will be making a big push on illustration soon. We don't want to reveal too much yet, but here is some of her early Rain World sketch work:

Slugcats!

 Lizards!

 Drama!

And this is just the very beginning. See examples of her amazing work at http://deldraws.tumblr.com/page/2

PAX PRIME!

And for all you cool peeps who might be in Seattle next week for PAX Prime, we'll be showing off the newest build of Rain World at the Adult Swim Games booth. There will likely be interviews and other Rain World content coming out from that as well, so if you are interested in staying up to date, you can follow along our daily adventures on twitter at @RainWorldGame  

Also, I just want to take a second and sincerely thank each and every one of you here for your awesome patience and positive attitude all through the development. Its been such a loooooong process, and despite that you have all been overwhelmingly encouraging and enthusiastic. It means so much to us, and I dont know how we could have gotten this far without it, so deepest thank yous from both Joar and myself.

Things are going really well and we are finally at the point now where we can see the light at the end of the tunnel. It will still be a little while yet, but I can say with confidence that if you have liked what you have seen of Rain World so far, the stuff we are working on right now is going to blow you away. We cant wait for you to play it!

Sending out best regards from Rain World!

--James and Joar

June update: new video for alpha 150607d and tons of cool stuff

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Hey Kickstarter friends!  We've been hard at work putting together a new build for E3 and getting prepared to transition into beta. Thats big news right?? Check out some of the fruits of out labor below: 
Some things you might have noticed: 

RAIN! 

Yes, finally! Rain, and flooding as well! We've been waiting so long to implement this, its amazing to see it finally working as we had hoped. The rain cycles are dynamic, with light rains that come and go such as the following: 


these are just superficial and dont impact play. However, as the death rains approach, that light rain increases to a deluge which hampers mobility: 



Covered areas provide brief refuge, so a nimble slugcat that knows the terrain could survive crucial extra seconds, but eventually the death rain consumes all: 


And as you saw in the video, the deluge floods subterranean areas as well, so hunt those bats quickly and find yourself a shelter to stay safe! 

DEEP SUNLIGHT 

We're excited to finally be able to start working on some of the visual elements as well! Joar has been finishing up work on some new tools for this, most impressively one for creating bounce-off lighting. 

 
These examples are from the few rooms in the Shadow Urban region that sunlight can still reach: 


Another tidbit from Shadow Urban are these flare fruit plants, which allow for impressive (if brief) illumination in the darkness, and may perhaps even help to hold creepy dark dwelling creatures at bay (no spoilers!): 


GATES 

Since the open world is finally being tied together we began implementing the gate system, which are a series of large sealed-off doors at the borders of regions that allow passage between them. Here are some early animations: 



steam decontamination process: 


you'll notice these gates are powered by the water tanks above, and traveling through empties the reservoir. HMMMMM! 

E3 

Back to the real world: If you happen to be going to E3, the newest Rain World build will be available to demo at the Adult Swim Games booth and at the IndieMIX event as well. Joar and myself are both way too wrapped up in development to go (booo!), but press, friends and fans please stop by the booth and let us know what you think! Were pretty proud of this recent progress! And if you want any more info about E3 or IndieMIX, feel free to contact me here. 

So thats some of the stuff we've been up to the past month! We should have some fun visual announcements coming up soon, so we'll talk to you then. Best regards and as always, thanks for going with us on this journey! 

 --James and Joar, Rain World Devs

Spring update: Garbage Wastes, Squidcadas, Lantern Mice, and more!

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Hey Rain World friends! Just a quick update to show you some of the stuff we've been working on this past month and tease some new creatures. I won't go TOO deep into their mechanics, as there are a lot about these two beasties that we want players to discover on their own!  

SQUIDCADAS 

Cicada-squids? Squid...Cicadas? Squidcadas? Sure that works! We just call them Cicadas for short. These buzzing aerial beasts inhabit a few regions of Rain World, and feature prominently into your movement through the Sky Islands region. 

http://giphy.com/gifs/3oEduOCv8ugLTzdTXO

They are smart, territorial and will compete with you (and other creatures) for bats. Perhaps they can help you somehow as well...

http://giphy.com/gifs/3oEduQKdGKVYLxsvYI

http://giphy.com/gifs/l41lP0i3rd9J2MfBe

NOTE: unfortunately for some reason Kickstarter will not load the gifs of the next creature as many times as I tried, so had to go the giphy link route this time. Sorry! Please click them though, we're really excited to show these guys to you T_T

NOTE2: twitter informs me that the OTHER gifs aren't loading either, so i've added in giphy links for them as well. YIKES :P

LANTERN MICE   

Not ALL of Rain World is gross and mean... say hello to the newest and cutest denizen, the Lantern Mouse! 

http://giphy.com/gifs/l41lQwpPGy1aCvRMA

Native to the urban dark regions, their glow will be an asset as you traverse the gloom. 

https://giphy.com/gifs/l41m4dvc7eeauvpyU

They scurry around and hang from threads secreted from their tails. Just don't take them for granted, and make sure to look before you leap... But more importantly, just look at their cute little faces!!!

http://giphy.com/gifs/3oEdvbySJOW6Jj5Uhq

EDITOR UPGRADE: DECALS / PROPS  

This is probably much less interesting to all of you than a bunch of cool new creatures, but a good chunk of this month was devoted to upgrading and improving the level editor for use in the next few regions, and hopefully also taking us all the way through the final visual "polish pass" of the levels.  

Big news for us! It vastly expands what we can do with tiles and is without a doubt the biggest visual improvement in the game since the move to Unity. Plus it allows me to move much quicker on level creation, which is a *tremendous relief* since we have around 600(!!!) rooms planned. (You may say that's crazy, but I'm already over half done!)  

The reason this editor upgrade happened right now was so we could get into this next region...  

GARBAGE WASTES!  

In between the Drainage System and the Urban areas, lies an entire wasteland ecosystem of refuse, junk and garbage, and among other things is home to my personal favorite Rain World beast... the Garbage Worm! (sadly, no worms in these screenshots. Next time!)  

As you can see, the Garbage Wastes have a bit of visual flare that sets it apart from the previous regions: things sticking up at odd angles, and placed at various depths. This is the level editor upgrades in action! Its key to the junky region style of course, but also allowed me to play with the new prop/decal editor while still making progress on levels.

After all the levels from all the regions are geographically complete, I'll be going back with this utility and improving on the previous levels as well. Sounds horrible, but I'm kinda looking forward to it!  

Alright, back to work for me! Hope spring is treating you all well. Best Regards, and thanks as always!  

--James and Joar, Rain World Devs

PS. The new kickstarter format seems to *hate* gifs, which is a real shame. It took me literally days to get even these ones to reliably load! Let me know if you guys are having trouble seeing the ones that are here, and if that's the case ill try to find another gif hosting solution for future updates.