Declassified: Six new screenshots from Majestic Nights showing in action as he in 1980! Seek the Truth!
Declassified: Six new screenshots from Majestic Nights showing in action as he in 1980! Seek the Truth!
This describes some of the future titles Epiphany Games is working on. When we know if we will complete these titles we will update them.
Lightspeed 2012 engine
– Eternal Winter
– Dark Rites
– Aki & Plizkin
Space Truckers: a really cool game with two versions, a multi-player and single player has now shipped. This game is was released by us developed by Team Sit Rep. If you like a challenge get these games there are free versions, paid versions for both iOS and Android.
Links are here
It’s been a while since I created a post about what Epiphany has been doing. The roller-coaster ride of game releases consolidating our efforts on development after the chaos of shipping a big game.
Now that it’s all said and done, Epiphany Studios ended up making some really useful stuff. And that stuff, we will share with other game developers, first in Sydney then in other places. The core what we have been working on was to address the need for a Steam like service for games (mostly the things that developers want to use in their games) that includes Friends, Achievements, Authentication, Messages, Internet Play Lobbies and other stuff.
So with this requirement Epiphany took Morgans side project right into the mainstreaming use a project called Birdcage on its game Frozen Hearth. This gave Epiphany the following without needing an other third party; DRM (We use Game Shield, but we hook it up differently), Registration of Accounts and that was it initially we needed it to do internet play, we wanted all the players together. So Epiphany released its game having DRM but a minimal integration and included registration in place for out internet play service. What was also interesting was the REST framework we were creating and what it could be. Then along came a really great game which Epiphany became a part of. This game was different from our usual hardcore games but we wanted to add the Epiphany spice to it, improved the Game Play interface and generally put the steroids into it.
What had we made a REST based persistence service with a Unity integration, this gave us community tools like Leagues, High scores and more importantly game data being saved to the cloud and a game turn execution server. So we now have community management, DRM, multi player, storage of generic game play objects and global game wide game turn execution (with an interface for custom rules that are linked in a database).
These systems we collectively call the Revnet service but it’s more than that. What it leads to is our next step in the development of persistent mass player data effectively large numbers of players in the one game. Future partnerships with other developers and publishers. Epiphany has always had a strong technical base, and chances are the products we produce will be designed to work with with our plethora of games. Last year we shipped a total of 9 games, this year we are shipping more. Some are big some are small but all will benefit from our new service.
Our next set of games will utilise all these tools to enhance their game play and I’m already planning the next big game. Frozen Hearth will benefit in the following ways, internet multi player, persistent user information and better control of patching.
The current project we are working, benefits by having a massively multi player service. Its game play is separated from user authentication but uses a token to perform actions for the player. Each of the objects can be separated and paired out into their own services via a message bus later for scaling (something like Mule ESB product; which we will leverage in the future).
The entire system is written in Python using a framework; however we made even more crazy stuff.
Message generation for API’s in integration is a tedious task to say the least. Our developers ended up creating a message generation program that makes the C# for Unity, C++ for Gamebryo and probably will make Unreal Script for UDK that wrapped up with our custom Json parser forms the engine side integration.
So how would it work in Unity, GameBryo and Unreal . Basically we supply a Plugin for Unity which deals with all the messy bits of HTTP, SSL, Json etc and returns Unity objects. In Gamebroy we do the same thing but its C++, in Unreal its probably going to be C++ with an U Script interface. And bam! You get game objects in the engine that can persist back to a server via HTTP. The other components are a Service C++ lobby that hooks into the rest of the framework to provide a battlenet like service, a Python Lobby server and a custom Python Gameplay service. These all however talk over the same interfaces but when it gets to network play we just facilitate the communication between a client and server or another client in the case of Frozen Hearth. The system is immediately scalable, durable, robust and flexible because of the way we did it. I think this will be very useful to anyone wanting to create games.
What’s next, well payment gateway support it took our friends at sit rep a while to do payment integration for in app purchasing we think it should take 10 seconds if it doesn’t well they don’t got time for that #$%^. Ill integrate the APP store, Google Play, Amazon, Pay Pal and Samsung.
If you want to know more about Revnet, contact Morgan Lean. It’s still in development but its growing all the time. We intend for it to be a low cost service and free to develop API. If you have a game which you think is amazing that needs some of the features, let us know we are here to help. This type of thing is too useful to not be shared.
Blunty3000 came by our booth at EB Expo, 7 minutes 38 seconds is our bit in the video but checkout all the other great games that were shown at the EB Expo.
We now have a website specifically for Frozen Hearth, up at www.FrozenHearth.com. This website will host a trailer for the game and includes a contact form. The games looking fantastic, a massive upgrade over the last two months. I can’t believe how much of a difference there is in the game play and visual effects. The core features of the game are working better than ever, which includes Co-Operative campaign for two players. Several modes of play for multi-player, one of our favorites the office is King of Hill a close second by Crucible. Crucible you basically get to fight across the map, capturing towers as you go (after you destroy them) and then you place your own tower there.
This Friday we had some more games, and we now have a handful more multi-player maps. Our lead level designer Ciarán created a really nice One Vs One map based on his home town in Ireland.
After a month on the Android platform, Runic Rumble is now available on the App store. Enjoy the high quality graphics and frantic spell fights, finally on your preferred Apple device.
Additionally, version 1.1 has been released, as part of the iOS install, and patch made made available Android devices. It includes performance optimisation and general AI balancing.
Recommended for iPhone 4 and iPad 2 devices and up.
To get the game for your Apple device
On Sunday 20th of August 2012, Epiphany Games chose Google Play as the distribution platform to release its gesture-based Spell Fighter, “Runic Rumble”. This game introduces the players to the world of Amorra – our unique, rich and colorful setting of fantasy and magic. Runic Rumble contains 20 levels, challenge modes and enough content to keep players happy for many hours. As the game continues Epiphany will add new content and game play to enhance the experience.
An iOS version will be released very soon, but we wanted to give Android devices first downloads of the game.
Epiphany is excited by the response from the game and hopes that people enjoy this new and innovative game play.
To Read more about Runic Rumble
To get the game for your Android device
Epiphany Games has created a game services department to better serve the needs of corporate Australia and our overseas partners. The Game Services department focuses primarily on creating fun and engaging mobile games and products for partner companies. Epiphany’s primary platforms are iOS and Android, however Epiphany has produced larger projects for the PC platform.
Recently Epiphany has delivered three mobile games in parallel for one customer, integrating into a large existing iOS and Android application framework. Previously this year Epiphany created one game and one physics-based Android screen-saver for a large US-based Entertainment Company.
Epiphany hopes that this new department of the company can help facilitate the transition from traditional marketing and brand-support forms to fully designed and well crafted game-based experiences.
From time to time, I would like to share with the community my general thoughts anecdotes and observations. Finding the Fun is a short article about that, it describes where in a games life cycle the creation of the game becomes more than the sum of its parts. Like any creative project, at some point a game becomes an organism with a life all its own, and around this point observing developing behaviourisms from seemingly simple code is one of the most interesting moments in a project. For me this has now happened twice on the Frozen Hearth project. The first time was when I observed one of our developers and Boon, the developer/game designer on Runic Rumble conferring on tactics with another of our developers. While they were doing that, I was updating Hydra and the game and checking out the actual changes to scripts and realised that Sam had nerfed my latest exploit (And why exactly were you in MY Hydra, messing with MY balancing…! – Sam). The fun had been found in the game, and it was found during one of our Friday night testing sessions…
… We were playing for about four hours that night and ironing out what we call ‘de-sync’ errors, however the game was at a point where we could legitimately compete against each other and the stakes had apparently become high between the combatants. This was the point when I knew the game had become more than just the fragments of code and textures running through the computer, it had become Fun. We kept working till around 2am, playing and battling, using Spells and Squads, Abilities and Buildings, and if a ‘de-sync’ occurred we looked for the offending section and fixed it. The game was a Game, and resembled the game that we had set out to make – it had come to life and it was brutal. It’s going to be interesting comparing the game we ship to that game back on that day which seemed rough around the edges and all-too deadly and relatively unbalanced. It keeps getting better as we go, but I will enjoy looking over the changes that has occurred since then.
The next time I was surprised was only last week, when we completed part one of our current AI sprint. Watching our AI fight against itself and see one lose and one win was a great moment. They groped around the map like primitive children, taunting each other and getting into fights with only the most rudimentary commands at their disposal. The two teams-of-two had no concept of casting spells, but they formed their squad groups, marched off to capture points, and got in each other’s way.
AI’s are strange beasts, and coding them is a big task. However, once you get something working, regardless of how primitive, you know that you can get there by taking one step at a time. We focused first on Multiplayer and the AI that supports the player’s units; the inherent behaviours that all units require. Next, we focused on making the path-finding good. Finally, we are focusing on the brains of the beast and like Frankenstein’s monster it’s primitive, strong and scary – and it’s going to hurt people in its quest for survival. The emerging behaviours was deeply interesting, and a few of us gathered around to simply watch the AI in its various guises stagger around the map; a tug of war existed between the two sides as they vied for control of points. At one point, one side was losing, and decided to ‘rage quit’ for a while as Sam put it.
This moment of the computer player of the game moving around on its own with limited knowledge was another moment where we knew we had found the fun in the game.