Foregone - MPMHammond


Going to PAX West? We are too!

We're excited to announce that we'll be at PAX West at the end of the month as part of PAX Rising!

What is PAX Rising?
PAX Rising showcases engaging games developed by smaller teams. The folks at PAX believe these titles have a chance to rise above their modest beginnings, by growing as a company, establishing a fan base or pushing the industry.

We're thrilled and honoured to be a part of the PAX Rising booth (Booth 1801) - so if you're at the show come say hi and try the game out firsthand!








Jul 31
Foregone - MPMHammond


Hello and welcome to our second dev update post!

Today we wanted to take a deeper dive into the design process of our protagonist, The Arbiter, and give you a bit of a peek behind the curtain at the character design process.

Two of the artists involved in The Arbiter's creation, Jamie and Naiha, were gracious enough to sit down and shed some light on how The Arbiter we see today came to be.

Who is The Arbiter?
JAMIE: She is our main female protagonist operative in Foregone. She was a part of a group of super-soldiers who have been given the title of Arbiter. The best of the best. Highly skilled, fearless, dangerous, often feared for their combat prowess during the war of Calagan. That’s where all this takes place. When the war ended, they were relegated to a law enforcement role. Did I forget to mention...she kicks ass!?

What was the process for creating the look of the Arbiter?
JAMIE: When we first began development and design production, there was little restriction on who or what the Arbiter is. The first details requested by design was that the Arbiter be female and that she was an elite badass! We had a small team of artists go nuts with concepts.



NAIHA: The process was a long one with a lot of considerations. We started with silhouettes and shapes to see what would stand out and look good. Next was adding details here we have to consider the pixel nature of the game and make sure things read well at that scale. That is where we had to pick and choose and see what made her look great.



JAMIE: We had to experiment a bit on what would read well in game and what would not. Through many sketches and thumbnails, we started to get a scope of what our design team wanted and most importantly, didn’t want. Using that information, as well as the limitations of pixel art, we went through various iterations and styles to get across our ideas. Once we got a base figure type decided, we moved onto colour swatches. With many meetings and endless critiques of the Arbiters design, abilities, and function during development, we were eventually able to arrive at a design that satisfied the team. Naturally, with still being in development we are still making adjustments and improvements that we feel compliment the attitude and story.

What was the initial vision/design for the Arbiter?
JAMIE: As I mentioned earlier, there was little restriction on who or what the Arbiter was to be. Design requesting that the Arbiter be a human female literally left us with endless possibilities and potential.



NAIHA: Initially we had something closer to the steampunk style of clothes and armour. Lots of gasmasks and cogs but this was hard to read on such a small scale, and things looked boring with a lot of brown/gold



JAMIE: Nailing the pixelation of our lead was one factor that definitely swayed our options. Hair types, detail thickness and her movement style all played their part. We had a wide range of concepts and details, ultimately deciding that simplicity was key.


How has that vision/design changed throughout development?
NAIHA: We started with a heavy reliance on the steampunk side of things but eased up on that a little in her final design. A lot of things were altered so she could read better as she animates and interacts with the world. We removed a lot of heavy armour, simplified her design, and added some much-needed colour.



JAMIE: The development was very broad and creative. Not having a solid list and requirements at the start made this process exciting and interesting, to say the least. We have an amazing group of artists with different influences and ideas. New ideas are always welcome and have an opportunity. As long as you're in development, constant change and growth is imminent. We stirred the pot many times, and continue to do so until we get to a final polished game. In the end, it’s all about quality.

Were there any inspirations that went into the design of The Arbiter?
NAIHA: For me, she’s a badass like Sarah Connor and Ripley. So her design, through her various iterations, was always inspired by those types of figures and a long list of games and movies like Overwatch, Hugo, Tim Burton's 9 to name a few.



JAMIE: Inspiration was plentiful. It was easy for all of us to roll with the idea of a strong female character lead. There’s endless resources to pull from, whether it be fiction or real life. From Furiosa to the women in our industry as well as our everyday lives. Strong, skilled, fearless are some basic attributes add a dash of rock and roll and a pile of Nitro, and you have our Arbiter.

Foregone - MPMHammond


The dev team had a chance to talk about Foregone's influences, art, story, and more as part of the Indie Game Showcase on Tumblr.

Check it out in full here: https://bigbl.be/ForegoneTumblrInterview
Foregone - MPMHammond


Hey there,

Just wanted to give a little behind the scenes look at some of the things we've been working on the last week or so as well as share some early design concepts as part of a quick check-in.

Enjoy!

- Michael


Bow prototype or as I like to call it bow-totype (WIP)


Sketch of Outpost area


In-game work in progress of Outpost that will act as a sort of hub area (WIP)


Forge structure within Outpost for smelting and other forge-like activities(WIP)

Jun 19
Foregone - MPMHammond


Hey there - this is Michael, Jordan, and Dino and welcome to our first dev update!

With the game officially being revealed last week at the Kinda Funny Games Showcase, we wanted to post this update to share some more info about the game and let you know when/how often we plan on posting updates here.

The last week has been quite a whirlwind of excitement. It was great getting to see everyone’s genuine reactions to the announcement on YouTube during the Kinda Funny Games E3 showcase, and it’s been great seeing your feedback everywhere else since. We’re taking in that feedback and actively using it to help guide us in the development of the game.

On the topic of feedback: first and foremost, we absolutely understand the comparisons to Dead Cells, and we were prepared for this when we started development. Like everyone else, we played Dead Cells and we loved the way it felt. With Foregone, we wanted to nail the fluid feeling of Dead Cells but introduce new mechanics as part of a more linear, story-focused experience.

Features:
  • Ultimate - A powerful ability that can be activated by the player once they’ve filled their ultimate meter
  • Three Unlockable Skills - Cooldown-based skills that are recharged through weapon attacks, rewarding players who adopt a more aggressive playstyle
  • Skill Tree - Once the above skills are unlocked, players will gain access to a branching skill tree that can be used to create a build specific to their playstyle
  • Customizable Equipment - High-tiered weapons & armour (currently termed “Sealed” ) will be able to be upgraded and customized to a player’s preference through a series of increasingly difficult challenges
  • Item and Character Permanence - All weapons and armour once unlocked can be accessed at any time from the hub areas known as Outposts
  • Waypoint System - Teleportation system that can be used to quickly travel between different areas

As we move closer to Early Access, we plan on doing additional dev updates and taking deeper dives into these systems. The plan right now is to do more sizable posts around once a month and having smaller quick looks every couple weeks. Hopefully, this will give a nice balance of more digestible chunks that will allow for specific feedback in helping us make the best game possible.

We’ve also heard many people ask about console ports and support for Mac & Linux, and we 100% hear you. Our focus is currently on PC and the early access version of the game, however, we hope to bring the game to other platforms in the future.

That’s about it for this first dev update. It’s been a crazy week but we’re so excited to have you along for the ride. Thanks for reading and check out some of the new stuff we’ve been working on below!

- Michael, Jordan, and Dino



Enemy Concept for an enemy internally referred to as the Baron + some of his lil henchmen


Concept to in-game for our creepy, crawly spidertank


Skullbridge set-piece concept




FINAL FANTASY VIII - contact@rockpapershotgun.com (Dave Irwin)

They just keep coming don’t they? A lot of games were announced at E3 2019, things that we didn’t know about, as well as stuff that’s previously announced, or expansions to already released games. Now, to the casual outsider, what we’re doing might seem absolutely nuts, but we thought we’d put together an alphabetical list of all the PC games that have been confirmed to appear at this year’s E3 show. With well over a hundred of them now in the books, the next year or so looks packed.

(more…)

...

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