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Prisma & the Masquerade Menace is a challenging, side-scrolling puzzle platformer set in a colorful multi-dimensional world.
Prisma & the Masquerade Menace is a challenging, side-scrolling puzzle platformer set in a colorful multi-dimensional world.
Prisma & the Masquerade Menace is a challenging, side-scrolling puzzle platformer set in a colorful multi-dimensional world.
226 backers pledged $21,415 to help bring this project to life.

The Features Are Coming... Pt.1

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Hey Gang,

Another month, another milestone, another test of patience. What dumb jokes does he have this time? Where are my rewards? ...well, I have SOME answers.

The last month has been focused on getting a lot of work done for our second world and chunk of levels. Mostly, we've been designing levels and programming new features. 

The Breakdown! 

Research and Development for Shaders

Trying to make a water shader that fits our toonish style is harder than expect, and we expected it to be hard. It could be really easy for us to rip off Windwaker water and call it a day, but that's not quite good enough for our tastes. It's a work in progress, but progress nonetheless.

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this is how NOT to do water for Prisma

Ice, on the other hand, is a shader that worked out. We mostly just wanted to make sure it retained our rim-light and that you could see objects stuck inside the ice.

(on the right is the "old" way tried ice, but it got lost in the background a lot. So on the left is the new...also these kill you)

 

Features for Later in the Game

So given I (Hank) write these updates, I am in no means to explain the intricacies of programming. Raycasting, C#, etc- not my thing. Luckily Kyle (Lead Programmer) took it upon himself to make a video demonstrating the work he's accomplished over the month. Roger Ebert would be proud.

Unfortunately Kickstarter is acting cute just for Kyle's video, but below is the Youtube Link.

https://youtu.be/h9_kNaOb2_s

Updating & Re-Rigging Outdated Models for Animation & FX

Prisma is old, so old it was originally made by a few stupid kids in college who didn't really understand what vertices or FK handles were (that's important if you want to made 3D art kids). It was time once again to do a pass updating some of our older models that somehow have made it this far into development. Below are just a few examples.

(We are replacing breakables right now. We are going to make the animate as well, but for now you can see the original balloon variety first. The new was made to be more versatile and obvious that you need to punch it.)

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(Ignus' model has been updates, as well as the rig. Secretly he was only ever made to be sitting before.)

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Next on the list is our showgirl Fractal, the second oldest character that is in the game. In many ways she is the game so we need to make her look really good. Expect that in a future update.

Designing the entirety of World 2

World 2 took a while to design, as we wanted to make sure the levels themselves were much longer than the previous world. We also wanted to make sure that they felt new and good. So we designed all of World 2... and it wasn't great. So, after getting the full team's feedback, Angelica restructured and basically redesigned all 70+ puzzles- effectively starting over. 

In her words after getting the job done, "I'm tired...", taste a bit of the process to wake her up again.

rhythm groups laid out end to end
rhythm groups laid out end to end

Setting Up World 2's HUB area

While note quite complete, the HUB area has been the basis for world 2's visual target for quality and so forth. Missing a few inhabitants, assets, and placement, I think it's well on its way enough where we can give a sneak peak.

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Production on Art Assets

Another "of course you are working on this" one, but it's always worth pointing out. Take a look at a few samples below.

The new breakable again, pre-model
The new breakable again, pre-model
A mendo, an animal you will come to feel for
A mendo, an animal you will come to feel for

 

The team trying to figure out how dragons live in cold weather
The team trying to figure out how dragons live in cold weather

Status Report of Kickstarter Rewards

Making promises is scary. What's scarier is breaking promises to people who've paid for your game in advance. Well... consider this an apology.

We don't have any updates on backer rewards or BETA plans just yet. I (yes, personally) wrongly predicted the landing on that jump. We are still working on nailing the actual dates for the first BETA session. Likewise, time management for all of art team has been focused on the game itself. 

We DO have some parts of news I can deliver however. Mainly We've decided to have multiple BETA dates, so we can make changes based on community feedback. We also plan on handing out BETA codes entirely through Steam. This isn't fully reflective of the game if you want DRM Free, but will be a requirement for those wishing to be involved in the BETA.

So when we hear these updates? 

Some time next week I'll be posting a "Part 2" to this update with info on swag and the BETA. I'll do my best (again, personally) to make sure I'm not a dirty liar.

But that's it! That's all! If there's anything specific you'd like us to cover in future updates please comment below. It's about time we involved everyone!

Until next time!

-Hank

June Development Update 2017

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Hey Gang,

It's been a while! Thank you for all your patience as the team gets our ducks in a row. We've been hard at work for you, keeping our nose to the ground to give it our all. 

Since our last update, we've set up a pre-order store via Backerkit. And, while we are excited to have it, we are not yet ready to fully advertise it yet until we finalize backer rewards. For those ready to dial in your pledge we do apologize for the inconvenience.

However, starting in our next update you can expect that we will begin a voting process for all of our backers to help us decide our exclusive kickstarter shirt designs. This will spread across multiple updates as we cull down the entries. The final two will be put up for order in our backer surveys.

Additionally, to all of our backers that are Hermes-Tier and up, we will have more information with details regarding early BETA Access in the next update as we finalize our schedules.

But what HAVE we been working on?

A lot from all angles. We'll just cover a few in depth this update to keep things more focused for updates.

** NOTE: Systems that check what controller you are playing on are currently all over the place. So take any indication of some sort of console development with a BIG grain of salt. If we begin developing for any platform other than what we promised backers will be the first to know. **

1) The Dialogue System

This has been a long time coming for us. As it's not technically a core mechanic of the game it's something we've put off for a very long time, but now the time is right. And while it's still very much a work in progress, we think backers are deserving to see behind the scenes as it makes sense.

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For the more ideal idea of what the final product will be emulating check out the image below!

2) The UI, as well as making sure you can navigate the entire Prisma experience with only a controller (no God codes to take you to a command line to take the player to different scenes). To this end the goal is that there is as little slide-of-hand when it comes to transitioning in and out of levels. We were surprised how much of a difference what we have already has made. (We'll show more of this in the next updated as well)

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...and again, this is a work in progress. Animations of our little hungry friend will be in the next update.

For all the backers after the OST and Art book please check out some sneak peaks of what is to come below!

 

Modeled altered outfits!
Modeled altered outfits!

 

a mysterious cat float?
a mysterious cat float?

There are, of course, many other things we've been working towards that we aren't quite ready to share just yet.

Moving forward we plan to have at least one update a month. So we hope you look forward to it!

Until next time,

-Hank

Backer Kit Update and Sticker Sneak Peek

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For backers only. If you're a backer of this project, please log in to read this post.

24 Hours Remain! Stretch Goals? Twitch 12-Hour Stream!

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Hello Gang,

This one is a short one, but of course it's a gigantic 'Thank You' to everyone who helped get us over the edge in our final days. We officially have 24 hours left of the campaign. Let's get in it to win it.

While something spectacular would have to happen to get that Vita goal, if we try our hardest we can get our first stretch goal at 30k. If we make it we will add a new world full of lava and lots of lore that fills in the gaps of what exactly caused the evil in this world to manifest.

Hruan Ruin
Hruan Ruin

 Along with this, it's the place where Ignus', the last of his race, people used to reside. They are now all gone for mysterious reasons that will unfold upon playing. Along with the unique creatures of the region, something has happened to Ignus. The peaceful giant has had something happened to him and turns against Ray, causing her to stand up for herself and take him down somehow without doing something regrettable.

Ignus in Fury Mode
Ignus in Fury Mode

We want to bring this action to you for the fullest Prisma experience possible. Ignus, Fractal's silent confidant, is a big key to understanding what's gone wrong with the world.

Twitch Stream

For the last 12 hours of the campaign you can catch me, that 'Hank' guy that writes all these updates and art director on the game, for a few hours of playing games and answering questions. 

Live stream starting @7pm EST at twitch.tv/shinyboltgames !

Until next time, let's do our best to power through the remaining hours. Spread the word. Throw that shame out the window and go through all your phone contacts and call them out personally for not backing. (just kidding, but think of the great story that'd make later)

See you on the other side gang!

Hank

95% and 3 days to g- WAIT! WE'RE FUNDED! The people of Dogwood

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Hello Gang,

Wow. So many of you has seeded the call to action and so many people have heard to good word in the past 24 hours. Thank you to everyone spreading the for and getting us less that $1000.00 from our goal with 3 Days remaining.

^lol jk gang
^lol jk gang

But let's not end there. We need to power through that goal as hard as we can and blast through that finish line like Ray punching through her enemies.

(UPDATE) Just after publishing this update we are officially funded! IT HAPPENING! PUSH FORWARD TO STRETCH GOALS! WE CAN DO IT AND I'M EXCITED AND ABUSING CAPS LOCK!!!!

Per today's regular update, we have some shots of the world 1 HUB- Dogwood. 

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Dogwood is a small encampment normally acting as a pit-stop for the travelers shipping cargo to and fro the desert. Several tents serve to protect the area from sandstorms and exposure. Plumes of soft smoke line the tips of the taller tents, as the act as kitchens for those in need. There also lies a magical low-fi beacon in the camp that acts as a lighthouse of sorts to guide ships to a safe landing area. Similar beacons can be seen in the surrounding area, but smaller in scale to make sure the cargo is flying high enough.

Morningstar, the first boss, has been shooting down the cargo coming in and out of the camp and generally making it a pain for everyone to conduct their businesses. This has led to some infighting between frustrated individuals within the camp who are blaming one another for their problems, even though they know the root problem is out of their control.

The Sand Villagers, or Boom-men, do have a thriving sport of bat racing in the area known as Vloop. Some have gone as far to establish a league with prizes. Because of this growing popularity those who are able to train top-notch bats are highly coveted by breeders and are rewarded handsomely for their efforts. 

 As with all things the Boom-men touch, the iconic super bowl of Vloop is named after what the villagers want the most- a tree. The October Glory is the event that happens once a year pitting the top 5 batletes against one another to be crowned champion.

Why are the villagers racing bats? Why are there so many tree references? I don't understand!

Take a seat there and relax, me. All of this will be revealed in some way or another in the both the narrative booklet and the game itself. So for those funding the Delta-tier and higher you will be offered an in-depth look at everything that informs the lore and the lore itself. It will quite literally be spelled out for you.

Kickstarter Spotlight: Narita Boy

Our friends at Studio Koba have hit Kickstarter hard with their retro callback Narita Boy. The aesthetic of the game is inspired by retro pixel adventures (Castlevania, Another World, Double Dragon) with a modern touch (Superbrothers, Sword and Sorcery) and an 80s plot homage (Ready Player One, He-Man, The Last Starfighter), accompanied by the retro synth touch of the old glory days.

 

That's all for now gang. Let's rally to the end. At this pace we may can even reach our first stretch goal! Let's see that momentum go forward. Tell your friends, family, and random kids on the playground's parents about us (since part of our target audience is way too young to be using Kickstarter). 

The next time we meet will be the Final 48 hours! Go team, go!

-Hank