Share this project

Done

Share this project

Done
Thunderbeam is a retro-futuristic adventure game for the iPad, with an original score and sound design by The Octopus Project.
Thunderbeam is a retro-futuristic adventure game, with an original score by The Octopus Project.
Thunderbeam is a retro-futuristic adventure game, with an original score by The Octopus Project.
508 backers pledged $24,221 to help bring this project to life.

Recent updates

Photos

6ff831eeb74b9e0b7b867b5eb29b50f1 original
Dbfacf00fad79eec36f323542842284c original
118b889c7753b607191d03e90329374d original
Fba67e538728df6e3da055bc094f9d54 original
84d1bbfdd849b08476483b5a506878c1 original
744b5585b94cae83d3d0fcbff4edd492 original
7763807c0da787e044bf652ace5de4b1 original
325c4078b3998f89cd2dddaced4c5c19 original
A01527a2ffaf70ce8b2f8933e82560a9 original
70dd590a11a18008de7247a17d74376e original
4a3c72f6b5961906886392ef5c80e793 original
C10d0f0094bc59735c7c7d68dc738a84 original

Thunderbeam Update, March 5th

2 likes

 

 project video thumbnail
Replay with sound
Play with
sound

 

Brainwave Diary Entry, March 5th
Brainwave Diary Entry, March 5th

Hey Gang, when last we spoke we were at the threshold of a pretty exciting upsurge of productivity on a game project that by most standards is getting pretty long in the tooth. At that time I promised increasing updates and then lapsed into radio silence as we worked. Instead of asking for forgiveness I’ll just jump right into what we’ve done during that time.

I never know just how technical I should get with you all, so if this is boring just skip a couple of paragraphs.

The first big scary thing that held the game up was getting away from the dying Kobold2D framework that we had originally gambled on using. Thanks to the quick and pragmatic work of Rusty Moyher, we amputated that gangrenous limb and have replaced Kobold2D with Cocos2D v 2.2. That’s not the whiz-bang Cocos2D X that would have gotten us an out-of-the-box Windows version, we opted for the faster port, but we still plan on delivering a Windows version in time. 

Once we switched frameworks, we were able have an at-parity-with-iOS Macintosh build that allows for much faster testing (no more sluggish iOS simulator!). An AppleTV build is also now viable (if anybody actually plays games on the AppleTV, the jury is still out on that question). We updated the game to 64bit, which future-proofs us a little (all this stuff is a race against time. If you are a slow indie game project and hardware cruises by you, you end up constantly having to rebuild stuff to work on new devices. Since we’re a mobile game first, that rabbit is even harder to chase). The game still works on iPads back to the very first version, and performance is excellent. On the Mac the game runs great but doesn't yet have retina display support, but that will be on the way. 

 Next we got to work on a big list of features needed for us to release a beta worth playing to our volunteer testers:

  • Container Items (put stuff inside stuff!)
  • Consumable Items (eat stuff! stuff happens!)
  • Our stat system that most of the game depends on
  • The foundation for life states in characters (right now these are, death, megalomania, unconsciousness, confusion, and dephasing from our dimension, which is a fun one)
  • In-game debug menu (We really needed this one!)

 

  •  The Episode System (This one is pretty big. Now we load and unload modular scripts that define “episodes” within the game. I am not personally a good programmer by any stretch of the imagination, but I am able to write these episode scripts with relative ease. That means that when the last of the engine features is done, I and other writers can conceivably finish the game on our own without having to find more funds to work with a programmer)
  •  Lots of scripting hooks so that we can actually get those episodes to have stuff happen other than just making characters pace around in circles 
  • We added the cadet generator (remember that free thing we released that makes space cadets with random histories and names?) to the actual game, and now it actually populates the game with those random characters, including the protagonist (a series of protagonists actually) Rusty and Scott Lee worked together on this
  • Finished the save system and added a main menu to access and manage saves. This one took a lot of bulletproofing by Rusty to prevent corrupted saves that would result in lost progress 
  • Added a new audio engine (This one was painful and involved reworking something we’d already built, but it had to be done, for a list of reasons) 
  • Added triggers- these are definable floor targets that fire off scripting hooks inside episodes, we needed them for a while and we have a very nice, flexible implementation of them now. 
  • Made our first demo level, this was where I stopped begging for new features to work with and accepted the ones we already had and wrote an episode that we could use to playtest with 
  • Did 77 animations of different hairdos- Our sprite animator Al McClelland got hired to work on a cartoon by Rooster Teeth, so I ended up hand animating the 11 different hairdos in all the different animation cycles needed to have the character generator put characters with femme-ish hair in the game. Fun fact- In November I got fired by the "great new job" I mentioned in that last Kickstarter update, and I've just started going to school for animation full-time. I'm planning on using school as a way to devote time and funds to work on Thunderbeam, (rather than working a day job and cranking on Thunderbeam on nights and weekends)
  • So, so many bug fixes

Anyway. You all don’t need me telling you how games are hard to make again. You do need to know that we are working at a consistent pace, and that even after all the difficulty, (going broke, losing collaborators, all the stuff life throws at you when you're trying to do something stupidly ambitious for the first time) this is still the most rewarding and enriching thing I’ve worked on. And most importantly you need to know it is going to absolutely be finished. I’m waiting for just a few additional features to work and then I’ll update the demo episode I’ve made to push out to everyone who volunteered to beta test. We are now approaching the point where we will need user feedback to refine and continue the work.

Now, while I have your attention (ok, maybe just some of your attentions), I’ve been really lucky to meet so many other game developers during this process. I've been able to see how they struggle and ultimately get the job done, and I am very inspired by what I’ve seen.  Night In The Woods is a game that was just released. It is a story driven adventure game with great art, great writing, and it required a lot of time and effort of the small team that made it. I highly recommend you check it out while you wait for Thunderbeam. You won’t be disappointed.

As always, let me know if you have any questions, and I’ll be regularly griping about work, life and making this game on Twitter, where I’m @wileywiggins.

 

 

 

Unstuck!

2 Comments
1 like

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

Grab the Thunderbeam Cadet Generator

1 Comment
2 likes

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

February quickie update

8 likes

Hello again, Thunderbeam backers. It's been way too long since we have posted an update, but it's been a pretty gray slog of a winter for the project. Work continues though, and here's a peek at what's currently going on with the game. 

 Paul put in a lot of work to get us to our current state, but the game isn't really beta testable until we have what I'd consider a "vertical slice" of the gameplay- something that includes psychic power usage, container objects, item trading with NPC's, death and unconsciousness, and our randomly generated characters actually appearing within the game. Each one of these game aspects is what we'd call an epic task, they each involve new low-level code in the engine, additional UI, and a lot of new scripting hooks so lowly mortals like myself can use each new element in level design. Once we do have those features though, we will be able to seek additional funding if needed, and maybe even approach partners for help with localizing for other languages, testing, and porting the game to other platforms. Not to mention finally getting user testing feedback from those of you who don't mind having the final game spoiled a little by playing early versions. 

Another thing that's happening is that a "Thunderbeam" trademark we applied for back at the beginning of the project needs to show some usage soon or we will lose it. It's not totally vital to have a trademark on your name as a game, but if you have any measure of success there are intellectual property trolls who will come crawling out to sue you for using your own name. So, I'd very much like to hang on to the trademark if possible. The plan is to take a part of the game that's mostly done- the random cadet generator- and add it to the app store as a free download. The idea is that you could generate cadets, save them to iCloud and then recruit them into the game once it's released. Saints Row IV basically did the same thing with their free initiation station, and it was fairly fun to play with. 

I've hinted at it for a long time, but once we finally release the game, there are plans to do a simultaneous release of the Soundtrack by The Octopus Project, coinciding with a show/release party. The Octopus Project have been keeping extremely busy lately, and are about to release their soundtrack to David and Nathan Zellner's new film Kumiko The Treasure Hunter. Both the movie and the soundtrack are excellent and I recommend them both highly. 

 I'm also doing another Hexadecagon-style audio video performance with the band in April in Austin at The Museum of Human Achievement. More info about that will be posted soon at http://shapesandothershap.es 

Finally, I'd like to give a warm welcome to Eliott Lash, who has been doing some programming on the game over the last few weeks while Paul and James take sabbaticals. Eliott has already kind of revolutionized the way I work on Thunderbeam levels by creating a room-connection mapping tool. James and Paul should be back to work on tasks shortly, but I'm really excited to see what else Eliott can do for the project, since he has a lot of experience working on iOS games, as well as experience with the specific technology stack that we are utilizing on this game. 

 Oh, one last thing! James made another little game a while back called Frankenfoods which has been languishing for a bit while life seems to keep intruding into game development time. Well, the game is finished and we plan on releasing it soon. Stay tuned to this page and the Karakasa Games blog and we'll make sure you are all the first to get it. We'd love your feedback. You can also follow us on Twitter for news & tidbits as we keep punching our tiny path towards glory.

Frankenfoods
Frankenfoods

Take care and stay warm, everybody-

Wiley

Update September 7th

5 likes
Illustration by Vivian Ng
Illustration by Vivian Ng

Hello again everyone, here's a quick peek at what's new in Thunderbeam.

We've started working on some planet-side landscapes, so there's quite a bit of new artwork. Also, you can see that some of the interactions have matured a bit. You can now see a text description of the implicit verb you are about to use when you touch the screen, so you know exactly what you are about to do before you do it. 

We've also started working on the system of attributes that gives each character their personality and skills. This is a kind of old-school RPG concept that we're trying to present in a new way, but it still needs a lot of additional polish. 

There's quite a bit more being added in this week, and we'll be allowing some playtesting of the basic mechanics soon. Thank you again for your support and patience.