Streaming

We had our first stream on twitch today! We peaked with 19 viewers watching and five of them where us ^_^

Streaming something looks easier that it seems, especially when you are five people who are in the stream at the same time. It was a little bit of a nerve racking experience for all of us. It was a fun experience and something we definitely do every Thursday from now on.

We only broadcasted for an hour and at the end of the stream we started to relax more and got into explaining the development side of the game and showing how the levels where created. If there is something that you want us to talk more about or explain please don’t hesitate telling us, just hit us up on either twitter, facebook or send an email.

We can’t wait until next Thursday! Hope to see you there!

First testing done. Now for the future!

Hello everyone! Binarin here.

DLTesting

If you have been reading our blog, social media or any of our posters you know that we just had our first playtesting of Orbital Gear. We thought we would be low on testers but in the end we managed to put a tester on every computer at Dragon’s Lair.
In the morning we went to the office, we knew we had some bugs we wanted to fix before the test. We managed to fix most of the bugs we saw, then we printed the surveys for the testers and took the train to Stockholm.
We got to Dragon’s Lair, which is where we had our test. Installing the game on their computers went fine and everything seemed to work. When the testers came in we quickly noticed that the number of players on a single server was for some reason capped to 5. Kind of ironic since 5 was the most players we’ve had on a server before. It was not a big problem tho, our level was probably too small for more players. It seemed like the testers really enjoyed playing because they kept playing even when we brought sandwiches from Subway. All of the testers filled our survey, which we now have collected useful data from.
Regarding the balancing of the weapons, it quickly became obvious that Phase Orb was too strong in the current version. After we banned Phase Orb many started using Chainsaw instead. The Chainsaw might have been a bit too strong, but we think after you’ve played Orbital Gear for a while you learn how to dodge it.
Being too weak was Grenade Launcher and Chaingun, which we will take a look at.
I won’t go through all the things we learnt from the test, but it was a lot.
Once again we want to properly thank Dragon’s Lair for having us and the testers for spending time on our game and helping us out.

Now when we’re finally done with this deadline and has reached Alpha version we have to decide what comes next. For me, except for doing CEO stuff, I’ll probably work a lot on how planets and the gravity works. We will soon put together an application for Steam’s Greenlight system. When we’re on Greenlight you guys can give us thumbs up, when we have enough we will be approved to sell the game on Steam. Also, we’re looking into putting up a Kickstarter. Kickstarter is a crowd funding service where you can donate money on projects you like. If they get the amount they asked for they’ll get the money (otherwise you get your money back) and you’ll get different rewards depending on how much you donated. The reason we’re looking into it is because we want to work on Orbital Gear a bit longer to make it even better. We will have stretch goals, which means if we get up to some milestone donations we will add extra features. So I hope you understand why we’re putting up a Kickstarter.

Stay hyped!
//Binarin

Moving forward in 2014.

Thinking back on 2013, it was a great year. We’d been working at another company where we felt that we didn’t really have the opportunity to do what we wanted anymore and decided to start a new. This is how and why Night Node came to be, perhaps the greatest thing that happened to us all through the whole year.

Things are starting to get right on track. We secured necessary investments allowing us to actually complete Orbital Gear, as well as allowing us to avoid starvation. We also got contacted by Google, where we are now a strategic marketing partner and got on the develop’s 100 most exciting video game start-ups. Great things are happening for sure.

There is still a lot of work to be done, but overall 2014 looks like it’s going to be an awesome year. Not to mention that Orbital Gear will be released sometime in spring.

Happy new year from all of us at Night Node!

Orbital Gear Play test!

On January the 15th we will have our play test for Orbital Gear at Dragon’s Lair which is a game center in Stockholm. If you are interested in participating in the play test just email us at testing@nightnode.se with your first and last name, age and experience in gaming.

As thank you for testing and feedback we will provide you with something to eat either pizza or subway, if you have any allergies please let us now ahead of time.

We just want to add that we have a limited amount of seats for the testing so we can’t guarantee a spot. We urge you to be there and be square!

And on another note. Yesterday was awesome! I attended Uppsala Game Developer Evening and met a lot of people from Machine Games, Gaming Corps, Hansoft, Goo Technologies, Star Breeze and other awesome people. Thank you Hansoft for having such a great Game dev pub!

News and Google!

Hey There! It’s me MowHammer! And I got some news for you peoples!

Monday

Started out really awkward! I had a meeting with a animation company called Cinematic to see if they wanted to make the Orbital Gear trailer. Bad communication led to them going to our office and me to their’s. Pro-tip for anyone that is setting up a meeting is to pick a location for the meeting, it makes everything so much simpler. But it turned out great. They headed back to Stockholm and we had ourselves a little fika (fika is something swedes do a lot!) they wanted to make the trailer for a nominal fee. Now we just have to get the contribution from Almi so we can pay for the trailer. Almi is a government funded organisation who helps companies with loans and contributions to help their company grow.

After the meeting with Cinematic we went to STHLM TECH MEETUP to find some investors. Unfortunately we had no luck there. It seems hard to find investors that want to invest in non-mobile games that doesn’t have a free-to-play model.  Everyone is looking for the next Candy Crush. Got a lot of free beers though ^_^

Tuesday

We had a meeting to set the feature list for the game 😀

Toca Boca Wednesday!

I came in to the office in time! Wohoo!! A friend of mine really wanted to try out Orbital Gear. Of course you can’t say no to a friend 😀 But he wanted to meet up really early! I was so sure that I would be late. But somehow I made it in time! Awesome!It seems like he really liked the game, which made coming in time to the office totally worth it. That day we found out that there was going to be a Unity3D meetup! There was only 3 spots left for the meetup so we acted fast! Me, Crylar and Binarin went there with a crappy laptop to show the game for everyone there. Toca Boca hosted the event and we gotta say wow. They rule big time! Amazing refreshments, awesome office and cool games! If you have the time you should really check out their games/toys. We saw some really cool things being presented on the meetup one of them was Shader Forge!It was still in alpha, but man it was cool. Get a look at it here —> (Shader Forge) awesome way to make beautiful shaders! Orbital Gear got some good feedback from the audience so we are very happy to have taken this opportunity to show our game.

Google Thursday!

So today was the big day that we have been waiting for! We had gotten an email from someone at Google about a possible a strategic partnership. He had read about us in Develop 100’s article, Most Exciting Start-Ups In Europe. After the meeting we were very pleased that they wanted to invest time and resources in us. When we asked him why he choose us, he said that he went with his gut feeling.

Friday!

Is the future!

 

 

 

Down with the sickness.

Hi!

So our beloved CTO Joxe is still at home sick with some sort of throat super virus. We all miss the table flipping, the jokes, the frustration and having discussions at lunch. Hope you get better soon! Maybe this video will help!

Being sick really sucks! Crylar and Binarin seem to have a special gene that makes them immune to all kinds of diseases in the known universe. They never get sick! Me I get sick all the time so that is my normal state of health.

Finally, crazy planets

Hello people! Binarin here.

It seems Joxe is changing a lot in the network code (since we can’t play multiplayer right now). Joxe has also been sick for two days now. But I don’t wanna mess with his code so I’ve been working on the planets, as mentioned in my last post :3.

Joxe’s spot hasn’t been empty tho. Our sound guy, Johan, has been here. He’s making some sweet sounds for us. However, the sounds won’t be perfect until we get Unity Pro because Johan want to add low pass filters. Low pass filters will make the sounds sound good at a long distant, so you can hear it’s far away and not just decreased volume.

Speaking about Unity Pro, we need it for several features:

  • Low pass filter, as I just said.
  • Shader refractions. Crylar says he can make some really cool effects if he has those. Try search for “shader refractions” to see just how awesome it looks.
  • IK animations. So the mechs can aim their weapon when firing, and rest their feets on the planets as they stand or run.
  • Support for dll librarys. We need this to have weapons written in Lua so the players can make their own weapons :D. Right now we’re using a C# library that is very buggy, and many weapons are written directly in C# instead.
  • Importing assets in run time. This is something we most probably need to let players make assets for their weapons.

We’re currently looking into buying it, Mowhammer is on the job!

Like I said, I’ve been working on the non-round planets and they seem to be working now. The shape is made out of an array of Vector2, which can be edited from the inspector or can be imported from a mesh which was much easier to make than I thought. These planets also have a array of floats that states how long each position has to the first position in distance along the edges. This makes it much easier to quickly find where the player lands when it collides with the planet.

Skärmavbild 2013-11-28 kl. 15.11.33

Oh, and by the way. Can you see that the trails after the mech goes too low when it lands? That it looks very uneven? This is because Unity calls my OnTriggerEnter function one frame too late. If I look at it frame by frame I can see how it moves into the planet without getting a call and on the frame afterwards it is pushed up to stand on the surface. When I Google for it I find that this was a bug that was reported in February 2012. I guess they’re not planing to fix it for a while. Crylar has been complaining at me over this because it is more visible on these planets. If you have good eyes you can actually notice that something jerks as you land. Hmm, the work around to fix this might be tiresome…

Thanks for reading and stay hyped!
@CyberBinarin

 

DEVELOP: TOP 100 EUROPEAN START-UPS

Hey ya’ll

We woke up this morning and came in to the office and saw that we have been featured in Develop 100 Europe’s most exciting game start-ups revealed. We think it’s really cool to be mentioned in the same context as such awesome game developers like Theory Interactive, Dennaton and Born Ready Games.

develop_100_nightnode

Tonight we are going to the game developer mingle at Imperiet hosted by Goo Technologies who are also featured in the list. It’s going to be fun to go out with the whole team and meet other developers and talk about games and developing games.

See ya there.

Running a Indie game studio

Hello.

It’s funny how our dream of making Orbital Gear could have been heavily compromised if we hadn’t gotten the investments we needed.

We were running on fumes and none of us had any money to keep supporting the development. We took a big risk with keeping on developing when we knew that we needed to find jobs to not miss paying rent. It was hard to ignore risks.

But I am glad that we did, and finally securing the investment we needed to keep on trucking. It was not a huge investment we still live under the poverty line here in Sweden. But you know what that is ok 🙂 We can work on something we love everyday for 6 months now if we manage to not mess with our set budget ^_^

The investor wants to stay anonymous but we would like to say thank you so much for believing in us.