And as a new guy I would like to tell you about my experiences so far.
I came to Warsaw a week ago.
It was a long journey – I’m from Lower Silesia, in the west of Poland, but I’ve left everything behind to work for and with Wizards. To work on Darkwood.
I must say I’m pretty impressed. The game is ambitious, hard and unforgiving, but it gives you an enormous amount of satisfaction. The plot and the atmosphere are really dark with vibes of Stalker (movie) and Roadside Picnic. I really like the core mechanics – they are simple to learn but hard to master, as it should be.
So let me take you for a short tour:
My dog, Jera.
Nidhogg, that we are currently playing. (I’m the best of wizards).
Also it’s the first time when I see a truly democratic game design – a clash of personalities is sometimes unbelievable. We discuss, and discuss and discuss about every element, every tweak, and every little choice in this game. The atmosphere inside the studio is great – we have open work hours, heated debates about video games and literature, and sometimes we even play together.
But mostly, we just work.
They come early and stay late. They are paranoid about spoilers, and details. This game is their life. It’s becoming mine too. Acid Wizards (my mind is still referring to “them” and “me”) are very talented and skillful people. Artur and Jakub took part in many Video Game Jams, Gustaw was a graphic designer, all of them were working in media. I myself have a background in comics and journalism.
It’s kind of an explosive mixture. I like it.
So one journey is over, and another one is just beginning for me. It was harder and more expensive that I supposed it would be, but in the end – it was worth it.
Oh, and to give you something more interesting than my babbling:
Let’s start off 2014 by introducing the newest Acid Wizard – Piotr Rusewicz! After a long initiation process (which of all the candidates, only he survived), we welcome him into our ranks! He will be starting work full time from February, but he’s already doing a lot of behind-the-scenes stuff. Here’s what he has to say about himself:
Hi, my name is Piotr and I’m proud to be the newest member of Acid Wizard Studio. I knew I had to join the team the first time I saw Darkwood. Here I am, so I suppose you can call it a success. In AWS, I will be working as a copywriter, community manager, screenwriter and additional designer.
Writing about yourself is a little bit like trying to make a whole game in one night. It doesn’t work. So, to make a long story short – I have a background in independent comic books (which you can see in this post), video game journalism and literature. Fortunately, my mind is still functional and fully operative, but video games have had a great influence on my life.
I grew up with the PlayStation generation, and have always been in love with RPGs and fighting games. On the other side – as a kid from a small town I’ve always loved books. So games and books have been my passion as long as I can remember. I have an Master of Arts in therapy/pedagogy and I’m a sad idealist. It’s probably because I have played too much Yasumi Matsuno’s games. I believe narrative is the most crucial part of a successful video game. A well-lead narrative – or a lack of it – is what influences the game’s reception the most, especially in the horror genre. When it comes to risk/reward ratio and gameplay difficulty, it is narrative that makes you play in spite of everything. And believe me, Darkwood will try to stop you at every step.
The list of one’s most beloved works can tell you much about that person. Below are my favorite games. These titles have affected all of my previous works profoundly.
Dark Souls, King’s Field, Demon’s Souls, Wizardry, Shiren the Wanderer, ADOM, Planescape, Yasumi Matsuno’s games, SNK fighters, Silent Hill 2, Fatal Frame 2, The Binding of Isaac, Platinum Games works, Max Payne 2, Nier, Super Mario, Legend of Zelda, OutRun 2006, Dragon’s Crown, Street Fighter Alpha 2 Gold, Persona 2, Persona 4, Shin Megami Tensei I-III, Deus Ex…
So there you have it! Piotr will be starting work in about a month, so expect more frequent Darkwood related news starting in February!
Today we’re gonna talk a bit about the leveling system in Darkwood. You will come across mutated flora & fauna, from which you will be able to harvest it’s essence. The more mutated it is, the more essence you will be able to gather. Here’s how the menu for this activity looks like:
You select the items you want to “cook”, filling up the syringe with essence. Once it’s full, you can inject it’s contents into your bloodstream, triggering a reaction from your body, enabling you to choose the direction you want to mutate. Most of these cookable items also have other properties and istead of harvesting them for essence, you can use them to heal yourself of wounds, poison, add temporary boosts, or lure creatures with it.
By mutating, a set of new random skills or perks will be presented to you, from which you can choose one. Sometimes, you will have to select a negative mutation. These skills range from basic modifiers like attack damage, health and stamina, to additional abilities like new attack types, effects that last for a limited time, or perks that affect how others react to you.
This means that on each playthrough, you will have to adapt your playstyle to the way your character mutates, while having some control over it. For example, it may happen that you’ll get to play a tough, strong and fast, but also paranoid and almost deaf character. We find this to play a really big part in replayability, so that each time you start over, you get a unique experience. Also, worth noting is the fact that a part of the essence you have gathered lingers on to your next incarnation when you die.
Keep in mind, however, that injecting too much essence in a short period of time may have also other, mostly dire consequences..
In other news, IndieDB’s 2013 Indie of the Year nominations are open, and you can help us out by casting your vote here! Darkwood isn’t released yet (duh) so we compete in the Player’s Choice Best Upcoming category. Thanks!
Some of you have been asking why we haven’t given any signs of life recently, and the short answer is: because we’re busy working on Darkwood.
And now, the long answer:
1. Darkwood is a complex game, and we’re on a tight budget. Money means more time to develop and polish the game, and thinking about what to write or show in an update takes time (more on this below). Not to worry – everything is coming along nicely, but we are extra cautious with some of the recent crowdfunded games that didn’t exactly fulfill their promises due to financial troubles. On the plus side, it looks like you might get a chance to visit Darkwood sooner than we initially expected.. But let’s keep this between you and me for now!
2. Why does it take a lot of time for us to prepare an update? Well, we’re not exactly extroverts and like to keep to ourselves – that doesn’t mean we don’t like you guys, just that when we want to say something, we don’t want it to sound like useless blabber. Also, Darkwood is a game revolving around horror and mystery. Almost everything we say or show, can potentially spoil the experience for you – combine that with the early stages of development we’re on and we’re left with very little stuff to actually reveal.
For some time now, we’ve been looking for a PR wizard to join our ranks and we have some very promising candidates ready for their initiation.. We’ll let you know who survived the ritual (hint: there can be only one)!
Okay, now that we have all the formal stuff out of the way, let me fill you in on what’s been happening recently:
Darkwood has been fully ported to the Unity game engine, which will REALLY speed up future development time. We have a stable, working build with a lot of features working like crafting, traps, barricades, character progression, trading, dynamic AI with lots of different behaviours, random events and encounters, and last but not least, a random world generator, which lets us create a new environment for you to play… each time your character dies.
We’re very happy of how the game is shaping, even now with a lot of placeholder elements, bugs and features missing, Darkwood is a exciting place to get lost in. Here’s a video showcasing some of the environments you might encounter on your visit:
That’s it for today, thanks for reading and till next time!
We’ve been quiet for a while now since the end of our Indiegogo campaign. That’s because a lot of stuff has been happening and also we needed to rest a bit after several very intensive months! We managed to raise $57,323, reaching the free DLC for backers stretch goal! That means we will release a DLC some time after Darkwood’s launch with added features requested by the community, and everyone who backed us on IGG will get it for FREE!
First up, we’ve moved together into a flat! Previously, we’ve been communicating through Skype but it wasn’t always very efficient, so now we hope to really get things going since we won’t waste time on arranging calls or worse yet, writing and reading!
Also, meet the fourth Acid Wizard – Szurek! He’s responsible for security and will bite the head off of everyone that would dare to enter our lair unannounced!
As for Darkwood, we’re very busy porting the game to a new engine called Unity, which will let us support PC, Mac and Linux at the least, but also make it easy to eventually release it later on more plaftorms. So unfortunately no new stuff to show
In other gaming related stuff, you should check out Broforce - a truly brotastic experience for up to 4 bros (free brototype available!).
Also, Rogue Legacy, a genealogic roguelike-like was released recently and it looks awesome!
If we are to continue working on Darkwood and make it a truly awesome game, we need to focus on it 100%. Right now, we make a living out of doing contract work and spend our free time developing Darkwood.
After countless hours of work, we are finally ready to show you a kick-ass gameplay trailer from Darkwood! Go grab your popcorn, set the video on fullscreen and 1080p and enjoy!
The video shows the second part of gameplay, in which the player has to defend his home. Things that will help you survive the night include:
These range from simple metallic nets that do not obscur vision, but provide little defence to massive metal plates, which are hard to destroy but also impossible to see through. Apart from requiring certain materials, building a type of barricade requires specific tools, like a hammer or saw.
If you wish to survive through the night, you will have to provide enough gasoline for your generator, which powers all your electrical devices: lights and traps. The more devices like these you have active at the same time, the more gasoline gets drained. Don’t let your generator get thirsty, or you’ll have to risk going out in the dark..
BOOM! Guess who’s back?! It’s Kevin Costner and he’s HUNGRY!
This game is our winning entry for this year’s GLOBAL GAME JAM, made at Polyjam, Warsaw. The goal of the jam was to make a game in 48 hours, and this year’s theme was “heartbeat”.
After the event, we added a simple tutorial explaining the basics, but other than that the game is untouched, all the bugs and glitches are still there! The download links and gameplay video are below!
If you’ve seen “Dances with wolves”, you know that eating fresh bison (tatanka in Sioux) hearts makes Kevin a happy Costner! Jump on a tatanka and stay on it long enough to eat it’s heart, filling up the hunger meter. Watch out and don’t fall to the ground or hit the horizontal edges of the screen! Each time you fail a run, you get coins for total distance traveled and eaten hearts, which you can spend on upgrades for your character…. like a flying squirrel costume. How awesome is that?!
Arrows or WSAD
SPACE – jump off from a tatanka + when you got flying squirrel costume from shop hold SPACE to use it.
There are several perks and items to buy in the shop
1. ASS OF STEEL – bounce off the ground the first time you hit it
2. ULTRA JUMP – better jumping skills
3. FLYING SQUIRREL COSTUME – it`s obvious… HOLD SPACE TO USE IT
4. SPEEDY KEVIN – better in-air control
5. GOOD TATANKA! – better control when riding a tatanka
6. LARGE STOMACH – you can ride longer without eating hearts
7. OM NOM NOM! – you eat tatanka hearts faster
We used screenshots from “Dances with wolves” and Tom Kristoffersens music called “Western music on the tyros 3″: http://www.youtube.com/watch?v=caxAXxnXQ68
We hope you`ll enjoy playing this game as much as we enjoyed making it!
*No buffallos or kevins were harmed in the making of this game!
We’re proud to announce our first PC game – Darkwood!
- Is a hardcore experience with no hand holding. It’s gonna be hard, and you WILL die. In fact, death is permanent. No saves, no checkpoints.
- Features a big, open world filled with random encounters and carefully hand-crafted locations.
- Has a night and day cycle. Explore the mysterious forest at day, return to your home before night. Prepare your defences and fend off waves of enemies!
- Lets you craft tons of items and build traps. Connect them together for some vicious combos!
- Implements a electricity system for your home base. You need gasoline for you generator to keep the lights on at night. Defending yourself without any lighting is suicide, so you better keep an eye on the gasoline level!
- Forces you to fight for survival, and pray to live another day