Posts Tagged ‘coltran studios’
From the Cradle to the Grave
Ahhh, back at it again. It’s been a while since there’s been time to hit the blog, but with us wrapping up our first WP7 game, finally we can start to talk about things!
We are still waiting for our final release of “The Hearts of Men: Throne of Deceit” to get through the xblig review process. What a pain in the ass. Plain and simple. We’re hoping to release soon, and will have news forthcoming once we get through submissions. One of these days, you will get to actually see all the great efforts that came forward to bring a former Indie Game of the Week, to a Game of the Year! We extended this game far beyond its development time, with results that show throughout the game. Before revising the control scheme, we actually reached the final tier of entrants for the Indie Summer Uprising, but did not make the final cut. There’s so much to speak of thats new to the game, we’ll have to hold off until we are ready to release.
Besides all that XBLIG nonsense, we moved forward–by leaps and bounds. In the beginning of December, 2011, we decided it was time to get going, so we started development on our follow up game “Cradle to the Grave”, a sort of tower defense game. Having worked together for 2 years, Simon and I became the machine, and today we stand prepared to release the beta version of the game, just 2.5 months later. While THoM was a much larger game in some ways, our new agile method has turned us into a speeding bullet of development, cutting through all our shortcomings on our first game and allowing us to streamline production in unprecedented ways. Besides making a 50 level game with over 100 craftable items, numerous enemies and even cutscenes, Simon implemented a full backend that will allow us to connect users through social medias like twitter and facebook, as well as our own server to keep up-to-the-minute scoring and interactions. We’re doing it folks, and we’re doing it 100. We don’t know anyway different than to get better, and we can’t wait to unleash our next game, “Cradle to the Grave”, onto the WP7 and other platforms this spring, 2012. Very soon, we’ll be looking for beta testers and players alike, as well as releasing content.
We’ll be continuing to update and drop what content we can, and hope to hear from the community…we’re tired of sitting idly by and watching! We players in this game, and we want the ball!!! Thankfully, we are already seeing great results with “Cradle to the Grave”, so I’m sure we’ll be hearing quite a bit of feedback. MS has sent us phones, there’s some buzz going on, and we’re feeling alright. Being in that final phase of a game is truly painstaking, but shoot, pros execute in that last 5%–when they see the finish line, they start sprinting towards it. That’s where we are, and it’s what we’re doing. Now…where’s that pic I wanted to post…
From Sweden MS WP7 conference…with love
Alright, i’m officially pumped right now. Simon, our master developer and international genius went to the MS WP7 conference today, and got some amazing feedback on our current development. Without giving away too much (before he posts), I can easily say he was extremely effective. I guess being international can certainly have its advantages
To say the least, we have MS themselves looking at our game–Kinect and Mobile–interested in what we’re doing.
Big, big UPS to Simon for going out and getting it. I couldnt help myself and had to give a precursor here. Pics and much, much more info to come soon. Oh yeah, The Hearts of Men: Throne of Deceit is in peer review, so if you are on it, please test for us so we can release for the Holiday 2011!
“The Hearts of Men” first review in! Check it out
Our first review is in, thank you very much to Mr Deeke of the indieverse. Because I can’t help myself, below are a few choice quotes, but first the full review HERE . To say I’m excited is a bit of an understatement
Four Player Co-Op! This title contains all the elements needed for a great bout of co-op action, especially with four-players. A fantastic title to play when friends are over and you need a game to enjoy on the spot. It’s fast-paced and doesn’t take a while to start up–you’re right in the action after a quick load-up, ready to hack and slash enemies with your team.
It’s Fun! The Hearts of Men is a classic Xbox Indie that is at the heart of retro with it’s blast-from-the-past dynamics of hack-and-slash* games. It incorporates several aspects gamers will be familiar with, and it’s a sure way to enjoy an 80 MSP purchase, especially if you’re a gamer that usually plays with friends.
Great Visuals and Soundtrack! As far as Xbox Indies go, this game has a great soundtrack that flows with the game and the sound effects are very accurate as well–overall the music and the effects combine to deliver what gamers expect from the medieval age. The visuals are astounding, and the comic-inspired graphics are something that is kind of rare in the Xbox Indie scene, especially since they are of exceptional quality. The in-game visual effects are great, too–whether you’re using a Special Attack or reviving a player, the visuals are fluid and are very fitting.
Needless to say, much thanks and appreciation to Mr. Deeke…and btw, those bugs are fixed and we’re going to resubmit the update for patch soon:D Thanks again for the great feedback and helping us craft the experience better.
NOW AVAILABLE!! The Hearts of Men on Xbox Live Indie Games!!! 80 MSP!
And finally, COLTRAN Studios is proud to present our first game, “The Hearts of Men”, available on Xbox Live Indie Games for 80 MSp ($1).
To commemorate this achievement, we present the final box art, along with the Official contest thread on our forums, so get there and sign up for your chance at some great prizes, and to give us feedback on the game! We’ll be updating the forums this weekend, so pardon the construction at this time
Simon Say What!?!?
Yeah, I’m pretty excited right now
We failed our last XNA 3.1 submission, I should be bummed. But, instead, Simon updated the whole game to 4.0 in about 24 hours. Okay, not so bad anymore. But then, Simon sent me a build of Misery’s Playhouse, a game he has been working on in spare time (yeah, spare time, go figure) based on the Hearts of Men toolset and art. Being this is the first time I have actually played the game, I’m really quite impressed. The game is already complete to about an 80% mark!!! The UI is still one of the most elegant things, I suppose because it’s minimalistic yet completely effective, a real surprise, and great one at that.
This is really motivating, and again proves the principal that if you inspire those around you, you get returns on that beyond belief. I speak of Simon now, because he is inspiring me to create some art for our next game! I mean, he’s actually kind of pigeonholed to a certain game type with 2d assets–what will he come up with when I give him 3d, and destructible at that??? Oops, did I just say that :O
Anyways, Simon my friend, this ones for you!!! Keep it up buddy, and world look out for this guy, he’s a beast!
And the beat goes on…
BAM! Here we are again. Game, didn’t pass. Not great, but what can you do. It seems, In Russia, games play you!!
Anyways, we have to rewrite the whole game now. Simon the master developer is on it–this dude is a beast. Already, rendering, UI, and post efx are rewritten for the update, I must say well done. Still have to do some audio and other stuff, but seems like we may be ready to resubmit within the 7 day minimum time period–not bad at all (because that means we lost nothing more than we normally would have, even though we rewrote XXX amount of lines of code in the process).
After much discussion today, I asked Simon if we could squeeze in more art, and I believe the answer was yes! That’s a good thing. Granted, this once again detracts from my overall schedule (and I don’t like that), but if it makes the game better, can I really deny that??? Not if I’m making games because I love making games. So, more art there shall be, along with more time lapse videos, I’ve had fun creating those. For anybody interested, I think I’ll create 4 new images, each for when you defeat a boss in the game–seems like a decent reward (better than nothing
. Until then, go watch (and “like”) some of our other stuff on youtube
The Hearts of Men Comic Art – Ink Final
Finally, after cobbling what hours I could together, the piece I have been doing for The Hearts of Men is complete, ready to go in the game, which means–we’re about ready to release:) I have to finish writing the 5th chapter of this series tonight, which is the story block that will be inserted into the launch version of the game, along with the final render of the art you see here. This will serve to set the story up proper, and I just can’t wait to tell each characters story in comic format. It’s thrilling because this is a short series of comics that we will insert into the Deluxe version of The Hearts of Men, and thus far, Simon has been excited to see these things moving on screen–meaning he’ll be enthused to support my cinematic requests
. The next step will be bringing in multiple moving parts and really creating some visual in game treats. Until then…
2011 – The New Dawn
And here we are, another year upon us and steeping with excitement and opportunity. As we look back on 2010 and wave goodbye, it’s all too easy to look only forward, but the year was good overall…tough as nails, but good!
Alot was learned throughout 2010…how to deal with certain situations, how not to deal with other situations, what’s really important at the end of the day, what you do with your time, how to make a game and company run with $0, getting other people motivated and being a source of light…so, so much.
Dealing with people was a large uphill battle all year, and resulted in all of the shortcomings of the year from a business standpoint. Dealing with peoplehas been my biggest issue across the boards. I could go on a tangent about this one, but best we leave this alone for the moment. Don’t worry though, one sweet day I’ll write a whole book about this one. For this year, we handle this the only way we can, one day at a time. We will find the patience and strength within ourselves to maintain–it’ll be interesting, Me entering beast mode and all!
The other lingering issue is all about funding, or lack there of. Through sheer passion and excellence, we, COLTRAN Studios, created a game that is ready to be distributed. We did this with 2 people, Simon and Me–one artist, and one dev. It took about 6 months of working time to create and the results are spot on, and actually more beautiful than I had imagined. And we did it with nothing! So that’s a huge issue, not because Simon and I are greedy, but a little bit would go a loooonnnggg ways for us, just for absolute necessities at the least (360, XNA memberships etc…). The goal on this note is just to make some funds so we at least see something coming down our road to success. Fortunately, with The Hearts of Men ready for release, we may be coming close to realizing some actual capital, so we’ll take that, and hope for a good start to this new year!!
The final gripe about 2010, not enough time!!! To start, a basic day involves getting up around 6am, handling the family business, going to the gym, going to work for 8 hours (this brings the time to around 6pm), come home and do more family things, and normally, my awesome son goes to bed around 8pm. Phew! At this point, when I’m completely beat to shit, is when the work day actually starts!!! I’m not playing, this is COLTRAN’s base hours of operation (I think its 4am right now). Somehow, we squeeze work out of this time, eyes been glossed over since leaving work, numb, backaches from hunching over a computer screen all day…just thinking about this makes me feel a bit ill/apprehensive. That’s going to need to change, and will. Looking forward to that very, very much.
Besides those issues, 2010 was truly the year of rebirth that I knew it to be 2 years prior. Having a child and building a family–well, there’s nothing bigger than that. My wife, son, and even dog are why I even try, and without them, there is no me, I do not exist in this world. That is, and always will be priority number 1, long before anything else ever. The amount of efforts, day in and day out it takes to raise a child is beyond words. It’s really tough, but the great thing is, it’s just like the way the rest of the life you should surround yourself with–Whatever you put in, you will get back out. That’s how I’m living now, and family is what teaches you that. The rest, is just a waste of time, and I haven’t the time to share. Family, and raising a child is a great chance for personal growth, but takes ALOT of openness, and a diehard attitude to be there, ACTIVE, each day. Raising children is not a passive job.
Being reborn from a basic production person to a directing role has been quite a step as well. It’s been great fun in some cases, being able to delegate tasks and create some amazing products. As an artist, it’s really easy to want to handle everything because you have a vision, but how do you get that vision out of somebody else? Not very easily, that’s for sure, but it’s something I’ve been needing to deal with for a long time. It’s interesting some of the situations that arise too, because it takes every bit of reserve for me to listen to bullshit, and yet I do it. I guess it’s good that I do it now, that way we’ll be ready in the future. But, this carries over, and through constant re-examination of my processes, I continue to refine and polish my skills as a leader. I’d say, considering what I hear and see, I’ve done pretty good–pat on the back for me. Can’t wait to implement all my new strategies this year though…things are really going to get exciting!
Letting fears melt away is something amazing to be able to do. Fear is generally what drives most folks in this sociopathic world, and that’s a really bad thing. The fears I’ve dealt with over the last year mainly have to do with work, and having a job to support the family. In Chicago, the game industry is extremely tough because there are no studios in the area. So, losing a job is a constant fear–or was! COLTRAN Studios is a huge fear of mine, not failure, as I don’t see that happening, but just overall. Stepping into new territory, taking on risks and thoughtfully approaching them, these are fears that will hold us back. I finally invested in the stock market, the only reason I haven’t was fear, scared to lose money (which obviously I don’t have!). But you know what? I fear nothing in these regards. If you take away my paycheck, I’ll go hustle something up. If there are no jobs, I’ll go hunt deer and eat fruit, fuck it, I have farmland in MI . For COLTRAN, the only thing to fear is making bad decisions, and I don’t do that. I think through the whole plan before I even start thinking about how to execute it. I have plodded out every known path to failure, and created a roadmap that navigates around such areas. Will some bumps still arise? Yup. Good thing I’m a quick witted, intelligent man! Take it for what’s it’s worth, i’m not concerned, I have no fear of such trivial money issues. The point is, fear is an unfortunate driving factor, but not for me. I’ve known about it–this idea of fear being our main motivation–for a while, but now, I am willing to stand toe to toe with ALL of my enemies–and completely vanquish them, if only by coming to the understanding these fears are manifested, not real. Silly little thoughts we keep around to stay cozy. It’s never been to cozy over here…
Pushing my creative limits in 2010 was a big deal. Cutesy style art has never been my strong point, but it’s what I’ve been doing for the last 3000 art hours (during the day at least) of my time. It’s not easy to continually work around your style, let me tell you. But, it’s fun because the challenge is always there. That’s something I believe real artists find inspiration from, taking on a new set of challenges, understanding, and then executing them. When you can do that, it not only gives you another level of skill to your toolbelt, but also creates a great feeling of accomplishment…win win I believe they say
In 2011, we’re going back though, to what we do. There’s going to be alot of 3d, alot of 2d, and probably not much on the cute end. Things are going to get a bit–crazy, I suppose. Linework is going to be insane. Models are going to be grotesque. Alot of character is going to course through COLTRAN studios heart this year…alot. Excited just thinking about it!!!
And the games…ohhhhh, the games of COLTRAN. Where will we end up in 2011? Will we show up at game conventions? Will we hit Xbox Live Arcade by our own means? Will we even get The Hearts of Men through peer review??? Who knows such things, only the Oracle perhaps–but I do know we’ll keep trying. To start with, we’ll be ramping up production on a new title codenamed “Operation: Thunder N Lightning”. Sure, the name may be silly, but the gameplay is insane. We’re going full 3d, so it’s been a few years for me since being in full on production mode, but I’m pumped, and the rest of the dev staff is too for this one. After we conclude that, we have another great game lined up, and then another…and then another! Like I said, there simply is not enough time
That’s it. I say welcome to 2011, it’s going to be one heck of a year!! See you in the future later,
JZ
Words from the studio
I’m very pleased to announce the update coming to The Hearts of Men after the 15th December. Most certainly this is the final update that marks The Hearts of Men cleared for takeoff to the Xbox Live market!
A minor issue related to the storage on the runway kept us from passing the submission unfortunately. But after a few hours of traveling to the other side of the capital and back, with a newly purchased Memory Unit in hand we had it easily solved.
The update does not only feature this storage fix, but also a lot of other goods. Here is literally a ripped out part from my update log:
- Fixed lvl02 collision bug
- Fixed big appearing when pressing down on the D pad
- Adjusted brightness on all levels
- Scaled up in game frames
- Added more sound effects
- Fixed some bugs in widow boss
- Fixed lvl03 spawning issues
- Major user interface update (including title screen fix)
- Fixed environment music bug
- Fixed collision bounds bug
- Fixed the Memory Unit hang
- Fixed additional storage issues
- Fixed summary screen bugs
- Relocated lvl01 gate slightly
- Added level maps
- Added lock to gates (visual)
- Fixed boss detection areas
Basically a lot of fixes and tweaks, but we also added great goods such as the new level maps which are available in the game.
Check it out!
For some additional information and to get instant updates about new game happenings “Like” The Hearts of Men on Facebook!
http://www.facebook.com/pages/The-Hearts-of-Men/168993039798926?ref=ts
Peace!
Simon Jäger








