This year we’ve been invited to demo our game at GDC (Game Developers Conference) during the “The Mix” – an indie game showcase. We’re looking forward to seeing all of you and showing our alpha! You can learn more about “The Mix” at the URL below!
We’ve also been making lots of progress with testing and finessing certain aspects of game thanks to the help from our amazing friends on Discord! If you’d love to get involved please do join our discord and follow our twitter.
We’re making lots of tweaks, changes, sounds, things, tears and additions! In the past month we’ve been really focusing on polishing up our first level for user testing, as well as starting to show the game a little more publicly. After a good chunk of the testing we’ve found some bugs, got some new game-play ideas, and stabilized the networking to comfortably handle eight players (hoping to actually push this to ten!)
The Bro-Back-Mount’n backpack allows players in the heat of battle to jump on the shoulders of nearby players friend or foe and work together.
The Smackerel Mackerel is a slippery chum buddy that is used to close reach out and touch someone where it counts!
Looking forward to many new items coming as well as features. Currently we use a death match type game scenario to build from, once we fill the game with more content we can start adding some new game modes!
We started up a Discord for those who’re interested more into the development process, and hearing as well as sharing more about the game as it unfolds! So feel free to hop in and say hi to the RAWMEN community!
We’re also going to be starting to revamp the Press Kit since… well things have come a long way, and the game doesn’t play or look like it used to – so we feel its best to update that accordingly!
We’ve been jammin’ pretty damn hard, cooking up lots of updates and refining tidbits of game-play here and there – tinkering with level blocking as well as environmental dangers. Everything has been rather smooth and a super enjoyable experience, considering the early nature of the game!
We’ve cut together a few clips of the current multiplayer game-play that we had a blast testing. Its super exciting for us now at this point, as we can really start to tweak and experiment with new game mechanics, items, and modifiers that really change balancing. The brainstorming alone is quite the experience! Enjoy!
Our first official multiplayer play-test experimenting with our broth-based mozta dodge ball game mode!
In this build, we focused on syncing player customization and appearances across the network and explored different techniques for syncing our soup launching physics. Initially we tried replicating each balls position on each server frame, but felt that things could potentially bog down performance and get janky if client/host connections became unpredictable. So we opted to just sync each projectiles original postilion, directional vector, and launch force, at the starting launch frame and allow client physics to take over the simulation from there out. This method seems to work quite well for our needs and saves a ton of network bandwidth.
Long story short, this is a fuckin blast to play with a few friends in its early stage!
Whats better than one? – probably two… so THUS multiplayer is in! Just a couple of hombres flinging and slinging and having a grand ‘ol time! Networking and Steam integration seem pretty solid. We had a blast making a mess of things and screwing around with the latest and greatest of bugs: Landplanes and Aerobatic Smoke!
OH, and here’s a freebie for all dem’ gam’ devs!
Have fun with this desert landscape environment we created a while back while prototyping another game. We’re not sure how y’all are going about making your landscapes in your game engines – so we kinda went overboard and included a bunch of shit to get you going. Anyhow, feel free to use it however you’d like – credit would be lovely. Use these at your own discretion and risk of course!
During our initial brainstorm on game-play ideas, we wanted to implements a break-free, escape, or dash mechanic. We felt it would add to the game-play and create a new skill the player could master. However, making those types of mechanics has its challenges- not only in the art department, but how it functions in game. How many times can the player use it? Why is it used? How does this mechanic impact game-play and player flow?
In the clip above, we’re definitely getting there. We’re still tweaking here and there, but we feel much better about how the dash mechanic looks and feels!
Oh and sometimes strange things happen, good things! This actually reminded us of our dags 😉
Yep! MAJOR Spillage on the re-working the messification system today. With a game centered around making a mess – its important to have the right moves in order.
We wanted to to implement some type of dynamic interaction to the player’s motion, so we developed a system that essentially tracks the player’s linear and angular velocity change. If the change is larger than a specific threshold, we spill! Using a couple of sprite sheet animations, tied to a couple particle systems emitting from the pot rim, we launch particles that slightly inherit the players velocity. Any collisions with static obstacles spawn dynamic decals at their contact points (floor splats!). Now, on to making a mess with the Player and NPCs!
We’ve been workin’ hard on finishing up some website junk, as well as a few other bits n pieces here and there. Speaking of which – the main news today is that we updated the site to include the Press Kit; which we will update from time to time with new content! The PK will be available in the footer, or here, if you wanna grab it now and have some interest in writing about this silly game!
Time for us to get back to jammin’ on the game and create some new content share with you!
The game you didn’t know you needed… until now. This new blog is where we hope to give you regular updates as frequently as we can, along side our Twitter!
So a lil’ bit bout’ the game yeah?
RAWMEN is a soup-n-goop serving splash fest taking place in a Ramen shop, where speed and accuracy is crucial. When a good Yelp review is on the line, nothing matters… and you won’t stand for anything less than five damn stars, or maybe 4.5. Some come for the food, some come to get messy!
Or you can just call it a super-wacky-action-oriented-competition-based-mess-maker. Oh, and everyone seems to shed a lot of skin. ᕙ༼ຈل͜ຈ༽ᕗ
The game has been in development for around six months, leveraging tech from some other gaming R&D projects we’ve tinkered with in the past. RAWMEN is currently in a super early alpha phase; testing core gameplay here and there with a select small group of testers. If you’re interested in Beta testing – stay tuned for that as well!
We have lots planned for the game, and we intend for tons of hilarious antics to be had! We just need your help making it! Making a game is lots of work, and we want to make it our full-time thing, so we’re planning on launching a Kickstarter for RAWMEN soon. When you ask? Well, let us direct your attention to the ol’ sign-up box at the bottom of the page. Fill that sucker out and we’ll update you with the latest and greatest info ASAP, as well as letting you know via Twitter, so be sure to be following us on all the proper channels! And if you don’t feel like waiting to support us, well… you can also toss us a bone via donation down there too. 🙂 We appreciate all the help and support no matter how large or small!
Want to know a lil’ bit’ bout’ us?
Started in 2015 – ANIMAL, is a not so traditional award winning animation/creative shop that has begun the shift into just making video games for everyone, a natural progression for us, and a definite passion that we want to pursue with the help of everyone out there like you!
Thanks for visiting and for all your support! -ANIMAL