tisdag 21 december 2010

Vertigo is out on Xbox Live Indie Games


We have a wonderful Christmas gift for you guys! Vertigo was today released on Xbox Live Indie Games. The price is currently set to only 80MS points and the game is labeled as a platform game.

You can find the game HERE.

Its been a long journey but we are finally here. The project began at the middle of March 2008 and little did we know what an incredible adventure was waiting for us. Vertigo won Gotland Game Awards 2008 which lead to us wanting to continue develop the game for its designated platform, Xbox 360. So we took all the feedback and all the cheerful comments from that initial showcase of the game with us and started to develop Vertigo from a prototype made in Torque to a full game made with the XNA framework.
In 2009 we where nominated for "Best XNA 3.0 game" and "Game of the Year" at Swedish Game Awards and before that we where privileged enough to be nominated for the "Best new Nordic talent" award by Nordic Game 2009.
That gave us an even greater boost to complete the game and to "get it out there".

But the main and most important ingredient for us to have when in need of motivation to why this game had to be completed was the pure joy and enthusiasm that showed itself when we demoed the game for you.
Watching you play the game on all these different events that we have gone to from GGA, Gamescom, GDC, Nordic Game Conference and Gamex to tons of other events, including all the smiles, laughters, and lets face it, even cries during and after each race was an incredible thing to be part of and nothing less but amazing. Your smiles and feedback was put nowhere but in the absolute center of the design process and production throughout the whole project.
So with that said this is our game made for you, our Christmas present to you and your friends and we deeply hope you love it.

/ Max
Povel
Olof
Daniel

BUT, this adventure is long from over =D We are aware of a few bugs that slipped through "playtest and review" that we need to fix. I don't have an estimate on that update atm, but i'll keep you posted.

Update 1: Regarding crash reports and bugs we are going to have a fix for the game to be submitted as soon as we are allowed.
"You can submit an update to your game 7 days after the previous game review ended." - Really shitty, but that is how it is.

onsdag 10 november 2010

A big thank you Gamex!

A big thanks to everyone who played Vertigo on the show floor at Gamex! It makes us extremely happy to see you guys looking forward to the release, and of curse that also puts more pressure on us to actually get the game out there.

As we said, we are hoping to be able to release it in 1 to 2 weeks time but it all depends on the bug reports coming in from the "playtests".

This was shot by a fan at Gamex, check it out:



Very nice race guys, good job.

We got a list of bugs to dig through, but it looks good so far so stay tuned for the upcoming release!

lördag 30 oktober 2010

Vertigo at the Gamex Convention

We are going to showcase Vertigo at the Gotland University booth at the Gamex Convention next week. You will find both Max and Vertigo there, don't miss out playing this game just before it comes out! We'll see you there!

Info about the convention:
http://www.kistamassan.com/events/gamex

About the game:
www.vertigogame.com

torsdag 21 oktober 2010

Vertigo is up for playtest!

Its been a while since we wrote something now, but finally we have some newsworthy information for you guys. Its been a long ride, with a few bumps here and there but in the end Vertigo looks better then ever and is ready to reach out to all of your Xbox 360's out there!

But we have a few more things to do first. Vertigo is coming out on Xbox Live Indie Games and right now it is going through the "playtest" phase which basically means its getting checked for critical bugs that we need to take care of before releasing the game. That said we don't have a correct time estimation for how long that can take and also depending on how big / small the bugs that might get reported are, that will also probably push the release date back.

But we are on the final sprint with only a few meters left to go! And as the release comes closer we'll make sure to post about what is going on, again =).

Oh yeah and also this:



For only 80 MS points you will be able to play this with your friends! So stay tuned and we will make sure you know when the game is out there!

tisdag 11 augusti 2009

Just like last year!


Hiya readers! This is a post about what we been doing this summer and whats coming up, but first...

RJDE are going to exhibit at the GDC/Gamescom convention at Cologne next week!
Just like last year we will be joining our beloved school in order to show off what we got for you guys. We will be bringing our latest version of Vertigo and are located at the Gotland Untiversity booth. Come check out how the game looks today and play it!

Other news is that we just sent in V. for the competition Dream Build Play 2009. We though, why not, since we are developing the game with the help of XNA, for the xbox 360. So with the latest iteration of our game a new gamemode was introduced, "Checkpoint" which is finally playable.

In short, checkpoint mode is all about gathering time by grabbing checkpoints located along the course. The player who finish the level with most time on his clock, wins! Checkpoint mode is made for the already familiar Vertigo player and will because of this be a bit hard to get through at first if your a beginner. But don't worry, we will be throwing in some easy levels two!

So of course we also want to show what we are talking about so here is a short videoclip showing lvl 2 in checkpoint mode. Now, this is a very early version, we are still fightning with getting the particle effects right. So stay tuned for updated material on how the particle effects chapter is going!

Nothing in this clip is final!


So we know we have a lot of German friends who wants to check us out at Cologne, and we will both be at the GDC and Gamescom showcasing our game. So be sure to check us out if your planning on visiting the event!

Meanwhile developing vertigo goes on, and finally we are starting to see the end. The game is moving quickly now and its not long before you guys will finally be able to play it on your own consoles. We don't want to be promising too much and we wont announce any release date before we definitely know when its going to be. But be so sure, when we know, you will know!

See you at GDC/Gamescom!

onsdag 17 juni 2009

Back to work - Summer 2009


Hello world!
The two last weeks we been rehabilitating from the awesome party Gotland Game Awards brings. We have been recollecting thoughts about the project, taking some days off, and preparing for new milestones and goals. So we could say we have been looking back AND foward in order to analyze were we are and what is needed to be done.

Also, we have been on another trip. This time to Swedish Game Awards where we did not win any price, sadly enough, but we meet alot of sweet people from other universitys around Sweden. Our competitors in the category for "best XNA studio 3.0 game" turned out to be a bunch of really nice sweet persons that where really cool to party with! And I think we made a pretty nice impression too.
Nevertheless even if we didn't win, we received tons of feedback and congratulations on having a great product. So with that in mind we continue develop Vertigo!

Gotland Game Awards gave us alot of sweet comments and feedback too, but i think one of the funniest things where that we introduced a new level. *drum roll* LEVEL 3! Level 3 is taking place in a subway. Its a really straight forward level that depends more on trying to pick up powerups in extreme and I mean, extreme speeds, instead of depending on more classic
platform elements(like jumping from one platform to another).


Now what this level showed us was that people really loves to go fast... so fast that they don't even understand what is happening! So fast that our game from time to time lets the player pop through walls and fall until we restart the game! In other words... too fast! For now anyway.
This is an issue that's placed way up on the agenda, trying to fix the holes and the physics. This is a big part of our game, the speed is what Vertigo is very much about. And trying to find a system for it that work flawlessly is critical of curse. So now we have addressed some bugs, lets get to it and fix these!


New milestones and goals.
Our next major milestone as of now is 29Jun. All the artefact's should be in the game and what should be remaining after that is to fix bugs, rehabilitate levels that do not work, play test ALOT, fix graphical artefact's that might look crappy, and play test some more.
As of now that milestone is really tight. And we might have to push it a few days into July. But it is still too early to say. I hope, for my sake, that we make it :).

The trailer is not currently under development. What we want to create this time is a trailer that shows parts from the whole game. And since we don't have all the playable levels for that we haven't been able to put it together. Therefore it is taking time. But as soon as all the artefact's are in, and the final Particle effects are nailed (and I would say that thats the bad guy taking alot of time). We will start building it. But be calm you will still be served Gameplay clips!

Now i'll get back to work!