Still in the gravity field!

We’re still working with fixing some of the details of Orbital Gear. Dedicated servers are soon up and running, and we’ll probably fix everything with host migration soon after that. At the same time we’re working with adding the Target Practice mode. Hopefully with it being added to the mix of multiplayer mayhem, Orbital Gear will feel like the whole package. One of the major features that will come with Target Practice are leaderboards, something that will hopefully add much to the community, and make people feel that competitive side even if playing by them self.

IMG 01092014 113053 1024x365 Still in the gravity field!
The Target Practice will have different enemies that fires at you while you’re trying to take down your objectives, making this a deadly obstacle course, as you’re trying to beat your friends best time as you swirl through it!

We’re also doing a bundle with Bundle Stars. This might be a bit early actually, but we feel we need to get more players in Orbital Gear and this might be the best way to do it.
Hopefully it will make more people look up Orbital Gear and at the same time make sure that the servers are crowded.

Orbital Gear version 1.01 patch changelog

Fixes:

      • Overhauled the network code
      • Team chat messages are no longer posted twice
      • Fixed the issue that your mech sometimes wouldn’t spawn after joining a server or after dying
      • Fixed an issue with the countdown during mapchange where it sometimes would go below 0 and keep restarting -the map over and over
      • Music should now abide by the music volume at all times and no longer play at default or max volume while loading a new map or scene
      • Chat-messages now have a black outline which will make them visible after Orbital Warfare games
      • Game logic will now continue in the background when the window loses focus
      • Hint visibility should now abide by the Option and no be re-enabled every time you start a new map
      • Fixed an issue with turrets sometimes wouldn’t fire at opponents
      • New icons in the fragscoller for suicide and out of bounds
      • Pulse Rifle ammo indicator redesigned
      • Shredder ammo indicator redesigned
      • Font size has been reduced on the Deathmatch score screen
      • If you are disconnected from the master server for some reason, the game should now try to reconnect
      • Failing to create a room and then joining another room will no longer make your client show multiple instances of the same weapon in the loadout screen.
    • Inactive Energy Cores should no longer be appearing when joining a server which has been running for a while.

Balance:

      Weapons

        Discharger

          Cooldown increased to 1, up from 0.8.
          Damage decreased to 82, down from 88.

Nailgun

          Velocity increased to 61, up from 51.

Shredder

        Damage decreased to 56, down from 84.

Steam Release and Release party!

So we have finally released Orbital Gear on Steam! Everything happened in the middle of the night here in Sweden, and we were home at about 4AM or so when everything was finally set and we saw a lot of people playing Orbital Gear.

Most people seem to enjoy it, there are however some major bugs that we’ve noticed that needs to be fixed. These are of course currently being worked on!steampå Steam Release and Release party!

We have also gotten some really good reviews of Orbital Gear. You can (and should) read them here:

strategyinformer.com
Twinfinite.com
outofeight
elder-geek.com
everydaygamers.com
FZ (Swedish)
IGN (Swedish)

We had our release party here in the office this friday, with a lot of friends and family! Everything went really well and everyone was wither playing Orbital Gear or super mario world!

1617227 10152312041763450 8247118080240486611 o 1024x576 Steam Release and Release party!

Steaming work

We have finally been able to upload a version of Orbital Gear on Steam that we feel we can actually be kind of proud to show to members of the gaming press. In doing so we also emailed all the people whose email we have found and sent them keys so they can test the game and hopefully write a review of the game. You can find the press release that we sent here (or at least some version of it) if you are interested.

The office has been hot as in Gehennas furnaces of fire and brimstone, but so has the rest of the city. Even when we today had a close call with monsoon season here, the rain was so temporary the streets where covered in steam as soon as the sun came back. Hard to find symbolism there…
OGBeta32 2014 07 18 16 17 40 44 1024x576 Steaming work
Joxe and Crylar have been the main champions this week with fixing everything in Orbital Gear to a working state, hopefully we’re not too late to have some members of the press catching up on the biggest news in gaming this part of the century (or something like that).

We had a visit here in the office from some friends yesterday and they brought cake. Totally the wrong time to take a break, but well deserved. We sort of felt like deserters (get it) but quickly got over it. The cake is not a lie, and if you ever want someone to stop what they’re doing, bring them cake.
IMG 20140729 154042 768x1024 Steaming work
That’s all for now. Next week we’re going to release Orbital Gear for the world to judge.

Ice cream Tuesday!

We’ll, the same as before, I guess, all work and an overall overheated office. We’re basically working round the clock to meet the set deadline for Orbital Gear. It will be released on the 7th of August (in the US of A) and probably at some time close to midnight here in Sweden. So we might as well start preparing for an all-nighter in about two weeks. Then again we’ll probably be so jacked up on adrenaline around then so that won’t matter.
20140722 143936 e1406043502896 768x1024 Ice cream Tuesday!
It’s hot as hell here in the office and about 25 percent worse outside so we decided to go and get ice cream. It almost melted on the way from the store back to the office, however we did get about 5 ice creams each.
IMG 20140722 174142 768x1024 Ice cream Tuesday!
I’ve been managing and fixing the Steam store page, which feels pretty much like walking around a minefield (I can imagine that walking around a minefield is about an infinite amount worse, but you get my point). Everything says Publish now, making me feel like I might accidently end up publishing the game for sale right away. We seem to manage at the time though. 20140722 143939 e1406043524892 768x1024 Ice cream Tuesday!

Joxe has been the champion this week as sole programmer left in the office. He has been working hard to fix a new beta build, which should be up if not today, then at least tomorrow. Linux user will be especially pleased to know that we will upload a Linux build.
20140722 143942 e1406043466576 768x1024 Ice cream Tuesday!

All work and no play

Well, actually there has been lots of playing since we’re testing Orbital Gear every day. New improvements all the time, and new bugs at the same time. But Morbus and Mowhammer are testing away and Binarin is bug spraying the game constantly!

We have so far been working from left to right on the SCRUM board. As you can see we have made a lot of progress, but it’s still hectic. The release of Orbital Gear has been pushed to the seventh of august, which is later than our original plan. This was however to be expected, since we’re quite new on the whole Steam thing.
IMG 20140715 160429 1024x768 All work and no play

Crylar was working really hard on the graphical assets for the steam page, and now it looks really awesome. Now he can go back to finishing up the rest of Orbital Gear! We also had to push the game cards to sometime further along, but it will be done, hopefully before release. If not we’ll make sure it’s released with the first major patch!
capsule main All work and no play

Joxe used his black magic computer skills to get the bandwidth needed down by almost 90%. This is really good news since the latest builds of Orbital Gear has been really, really lag ridden!

Steelbeak has made some new barriers. Earlier we had to use platforms as barriers, while they did what they were supposed to, with the new ones it’s more in line with the rest of the maps. You can judge for yourself:
updatedvisuals os 06 821x1024 All work and no play

This week we had a meeting with the guy that will make our trailer. We all had the same idea so the expectations for it is really high right now. Since we’re a small studio with a very limited budget on marketing it will hopefully help us getting noticed more, which we really need now that we have a final release date.
screenshot 130498184797229537 1024x576 All work and no play

The new build is on its way, this time with a working Linux client. It hasn’t been a total priority with all the stress around the release on Steam, but we’re working on it!