Everything is now live!

We're now live on both Steam Greenlight and Kickstarter. It has been a super hectic day for us all, we've been busy attending MCM London Comic Con and it has been a blast! Two more days still to go but we have already met some awesome people and gave them a chance to play Super Street Skate.

We are taking all the feedback and criticism on board, we're fortunate enough to still be in a pre-alpha stage. Expect regular updates to the build, as we bug fix and improve some features. All in all, it's been an interesting start! We still have a long way ahead, so we're off to a good start!

As always, we are looking for support! So follow the link down below for either page!

http://www.brokenearthgames.co.uk/supportus

Posted on May 27, 2016 .

Kickstarter Campaign - Update

It's been a busy few weeks with a number of cameras darting around the office, we've been interviewed two times for our own campaign and the university. Our trailer has come along nicely and you can see us looking busy in the screenshot above.

Our Kickstarter campaign is literally days around the corner, development has hyped up for some tweaks before we head to MCM London this weekend! We're adding all the last minute particle effects, fixing any glitches/bugs and giving most things a once over with a spit shine!

It is because once we start our Kickstarter/Greenlight campaign we are also release a free short demo! We want everyone to get the chance to play Super Street Skate and give us feedback to actively improve it as we delve even deeper into development!

Watch this space in the next few days for the big updates! Everything is all go for us at Broken Earth. As always, let us know what you guys think! Feel free to leave a comment.

 

Posted on May 23, 2016 .

Annoucement - Upcoming Kickstarter Campaign

We made a short announcement last week about us going to this years MCM London Comic Con, while only making a short comment about our upcoming Kickstarter and Greenlight Campaign. I thought I would let all of you know exactly what's going on at the moment inside Broken Earth.

Today was an exciting day for us all as we recorded the bulk of the footage for our Kickstarter Trailer, talking about all the awesome backer tiers and Super Street Skate as a whole! We wanted to let people know how much work we've put into the game and why people should be backing us! Special thanks to our friends Matt and Danny for help with the camera and all the fancy recording.

Our Kickstarter Campaign goes live in the next few weeks, we are still making all those last tweaks and polishing it all up before we go live! The screen shot above is just a little sneak peak behind the scenes, I've been busy creating some more promotional artwork which I might go into more detail about in another post.

Expect more frequent posts in the run up to our Kickstarter campaign, we'll be announcing the actual date soon. As always, feel free to drop a comment below and let us know what you think!

Posted on May 10, 2016 .

MCM London Comic Con - Annoucement

That's right! We're going to be showcasing Super Street Skate at this years MCM London Comic Con. It's going to be an awesome weekend full of comics and great games! We're going to be nestled in the Go Indie Games booth, so if you're going why not swing on by and say hello!

This is also a good time to announce that while we're at Comic Con we'll be running both our Kickstarter and Greenlight campaign. We'll be posting links closer to the time and we are always grateful for any support you guys can offer! Plus we have some really rather neat backing tiers for our Kickstarter, that'll get people alpha access or even involved in Super Street Skates development!

In development news, we've been making some great progress in the last week. Taking on a lot of the feedback from Insomnia and play testing, we've finalised all the features and are now in the process of ticking them off one by one. Above is one of the more recent screen-shots with some UI experiments and new skating animations!

Slowly but surely more and more powers have crept their way into the game, so we're getting closer to the promised 100+ powers! It's always great to be playing the game and discover a power that I didn't think had been implemented yet.

Sorry for the long gap between updates, we've really been doubling down on development and now in the run up to our Kickstarter campaign expect more frequent updates! Otherwise, as always let us know what you guys think! Will we be seeing you at MCM Comic Con? Let us know below!

Posted on May 5, 2016 .

Game Development Blog #5 - Team talk

Introduction

We're back after a short week long break, straight back into game development. We've released another Development Blog that you can enjoy above, which is all about discussing our experiences from Insomnia 57. Not so much about actual game development just a little chit chat really.

A lot has happened over the past two weeks and its been our first chance to really break down all the feedback from Insomnia 57. We had over four A4 pages of bugs, features and recommendations to talk through, quite the intensive meeting! A lot of back and forth on what we wanted to see put into the game and some much needed time for reflection.

We're relatively new to attending events and conventions but each time we've gone now, we've come away with so much more experience and massive smiles on our faces. I thought this would be perfect to go into detail about the pros, cons and generally our experience with attending Insomnia 57. A lot of the stuff I'll comment on is no doubt applicable to any indie-dev looking at applying to attend future events!

Pros

  • Valuable feedback:

    • We're still at quite an early stage of development, I threw around the phrase "pre-pre-alpha" more than once over the weekend. Simply having over 100 people sit down and play our game lead to some incredible feedback. Obviously not everyone who visits your booth are game designers in disguise, but just make note of every little feedback we quickly began seeing trends or reoccurring feedback.
  • Indie Zone:

    • We were so fortunate with our booth neighbours across our row, getting the chance to meet John from CSR Studios, Ella Romanos and Oscar Clark working on the Rocky Horror Show game. Any lull in attendees walking by, it was always great to pop by and have a really good chat with fellow indie devs and have a go across a whole host of genres.
  • Great Environment:

    • Insomnia 57was also the biggest so far, expanding into another hall to accommodate for even more attendees and exhibitors. The whole weekend just had a great buzz about it all, we could still be victims to the honeymoon period with showing our game off at conferences. As it was said multiple times in our development blog this week, it was just great and fun.

Cons

  • First come first serve placement

    • We were quite fortunate to get an outward facing booth for this Insomnia, but that was down to the first come first serve nature that they had running this year for all booths. Insomnia 56 had pre-set placements, so it was fortunate we arrived a day early to set up and get a decent booth.
  • Indoor camping

    • Being a six man student indie-team does mean we do have something of a limited budget, so rather than bundling into hotel we all took part of the indoor camping. It was an experience to say the least. Equipped with some sleeping bags we were not prepared for the concrete floor, so sleep was limited too! Note to anyone doing indoor camping in the future, get a blow up bed! Your spine will thank you.
  • Younger Audience

    • This isn't always going to be a con, obviously it depends on the game that you're making but Insomnia has quite the big Minecraft/YouTuber presence and with that comes a large percentage of under 10 years old. I should say that it is always great to see a kid intuitively pick up a controller and enjoy your game, others are simply too young to get into something like Super Street Skate.

Conclusion

In conclusion then, Insomnia was an absolutely amazing experience and I couldn't recommend it enough for other developers. There are quite a few events set in the UK each year and with quarterly Insomnia's, its worth putting one or two events on your to do list. It's been growing in popularity recently so things might change for future events, but this is just our perspective!

We do have another large event coming up in the next few months, so keep your eyes peeled for the announcement. As always, let us know what you guys think and feel free to leave a comment below!

    Posted on April 8, 2016 .

    Game Development Blog #4 - Textures

    We posted this video up early this week and forgot to make a little post about it! I managed to grab Matt (the other one) for a chat about the work he's been doing over the past few months. Take a look at the video above for some insight into environment and textures. I'm close to having a sit down chat with every member of the company, only one more to go!

    In other great news, we've hit 500 likes on our Facebook page! We couldn't be happier and can't take everyone enough for the support. We held a little competition on our Facebook page to celebrate but don't worry, we'll be hosting some more ones in the future!

    Other than that we've been buckling down for Insomnia this coming weekend, so if anyone has a ticket be sure to pop along and say hi! As always, feel free to drop a comment below and let us know what you guys think!

    Posted on March 20, 2016 .

    Super Street Skate - Pre-Alpha Trailer Five

    Character creator and all that fun stuff have been crammed into Super Street Skate for this months trailer, development has been going along swiftly and smoothly! We've got some shows coming up where we get to showcase Super Street Skate, so we're really ramping up development and squeezing in as many features as possible!

    There will be another development blog coming later in the week, I won't spoil anything just yet but it should be a good one for any aspiring environmental artists! Other than that, as always be sure to follow us on Facebook or Twitter and everything in between!

    Feel free to leave a comment below and whatnot! See you guys later in the week!

    Posted on March 15, 2016 .

    Game Development Blog #3 - Cars and Traffic

    We're back again and as promised, I managed to get a sit down with Tristan to speak about AI and traffic within Super Street Skate! The video is a little longer this week but does contain some insight behind the programming for the game.

    I'm currently working onanother pre-alpha trailer so you could expect that around Monday next week. We've got a lot of big updates and fun stuff to show off! If you've been following us on twitter I'm sure you've seen a few sneak peaks!

    I'm also happy to announce that we are supporters of the Made In Creative UK, being a games studio based in Portsmouth it only made sense for us to join and show support for the UK games industry.

    In other news! We now are the proud owners of some company t-shirts, these are going to be especially helpful for any events we attend in the future. Obviously we had the recent announcement that we will be at Insomnia 57 at the end of the month, so that is quite exciting news!

    As always, be sure to let me know what you guys think in the comments below. Be sure to follow us on twitter and facebook for more regular updates!

    Posted on March 11, 2016 .

    General Post and Announcements!

     We'll be at Insomnia 57! Fancy that!

    We'll be at Insomnia 57! Fancy that!

    Exciting news ahead for Super Street Skate, we're attending Insomnia 57 at the end of the month! That'll slightly excuse the slow blog posts, we've really been buckling down to get the game is the best possible state, I promise I'll get around to doing another video post next week, I'll try and pin down one of the programmers or failing that it'll be another designer talk.

     Character creator in all its glory!

    Character creator in all its glory!

    We do have a few things to show off now however, slowly by surely we're adding more quirky and interesting outfits for the character creator as shown above. The moustache and builders hat is a personal favourite of mine, next is to start some of the adjustable clothing rather than just hats!

     Our convention banner arrived!

    Our convention banner arrived!

    In other exciting news, our convention banner arrived! You can tell I'm quite excited by the sheer amount of exclamation marks I'm using. We're all quite chuffed with it, rather eye catching to place beside our stand and attract some people over. We shouldn't even need to bribe with sweets or brandishing a large stick!

    That's about it for this week, like I said only a short drop in for some great announcements! The game is really coming together, so if you want to get a chance to play it get your arses over to Insomnia 57!

    As always, feel free to leave a comment and let us know what you guys think! We're always open to some more clothing suggestions!

    Posted on March 4, 2016 .

    Art - Super Street Skate Menus and Logos!

     The design for the splash screen!

    The design for the splash screen!

    The past week has been a busy one, as they always tend to be! We can finally put a load of laptops exploding on us in the past, we've all got working laptops for once! So what have I been working on I hear you ask, pretty menu and logo stuff! The majority of core gameplay stuff is down, so we can start spreading out to improving the UI for the player.

    The image above is going to be one of the first things shoved into the players face! We wanted something stylish, after going through a few drafts we all came to agree on the underlying main menu screen too.

    OlderMenu.png

    Above was the first design which had a lot of good ideas, obviously the health bar wouldn't be on the final product! From the get go, we wanted to have an in game menu that the camera would spin from each of the important screens. There are a lot of aspects that the teamed like, the colour scheme for one and the use of comic book style boxes for the buttons, so taking the feedback on board. We went for a slightly more minimalistic design as shown below.

     Concept design for the main menu

    Concept design for the main menu

    A slight gradient was included to highlight the buttons across the right side of the screen, while the left would be left to see the playable character and environment in real time. We wanted to keep everything simplified, so when you first open the game it is clear and easy to just jump straight into a game!

    That's really it for this week! Stay tuned for another video development blog coming soon, I'll try and track down one of the artists for a small chat! As always let me know what you guys think in the comments, be sure to follow us on Facebook and Twitter for regular updates and all that!

    Posted on February 11, 2016 .

    Super Street Skate - Pre-Alpha Trailer Four!

    A whole bundle of updates in the most recent trailer for Super Street Skate! Check out the game in all its textured glory. We've got a lot of updates coming in the next few months!

    As always, leave a comment of what you guys think!

    Posted on February 2, 2016 .

    Game Development Blog #2 - Design Talk

    Myself and Scott sit down to chat about some of the challenges of designing for Super Street Skate. We talk all about designing enemies, powers and some bosses. Be sure to check it out for a sneak peek at the games current state.

    Expect a new trailer next week! As always, be sure to follow us on Twitter and Facebook.

    Peace!

    Posted on January 29, 2016 .

    Programming - Boss Fight #1

    The very first boss fight for Super Street Skate that you might run into could be the Radiation Monster. I say "could", because the game wouldn't be very random if you had the same boss fights in the same order, would it?

    I'd like to almost apologise up front: I don't claim that ANYTHING in this blog post is the correct way of doing anything. In fact, over the course of making this boss fight I learned more about how NOT to do things than how I should do things.

     Don't do this. Make it look nicer.

    Don't do this. Make it look nicer.

    Anyway, on to the programming. This took a whole bunch of learning Unity 5 things on my part, and of course, the place to go to learn about Unity programming is the unity script reference and the manual for the in-editor things.

    First thing is first, the boss fight had to be designed at some point, so Matt and I sat down and discussed what we'd like in the boss fight, and how it could pan out, and we wanted something that threw barrels, spit acid, split into two and could regain health, but was fairly fragile.

    Next it was onto the core programming. I wanted to create a system that could handle any boss that I threw at it. Here's what I came up with:

    That's a lot of the main functions I used, and that whole block of virtual functions feeds into a big state machine somewhere hidden secret in that code. Showing it would be a spoiler for how to game the system, after all!

    So the virtual functions are then defined on a boss-by-boss basis, and everything then gets handled by the aforementioned state machine. Sounds simple right?

     My face, working everything out.

    My face, working everything out.

    Next came actually programming functionality into the boss. That was mostly fine, create objects by instantiating them, take damage from the player, deal damage to the player etc. The real doozy came with animations, and how to make things in the scene at the exact right moment in an animation. At the time, I settled on invoking a function after the right amount of time, but now in hindsight, what happens if the player pauses the game midway through? They get smacked with a barrel from nowhere when they unpause because that Invoke() doesn't care about the game being paused.

    My first idea for a solution to this was to apply a script to the animations themselves, so I could just set states in the state machine from there at the right time, and cause certain events to happen, like the Instantiate calls. I could also find which Monster was the one throwing or spitting something at you and set its state accordingly (there can be two bosses in the arena at once, don't forget).
    This is wrong. Don't do this. EVERYTHING gets messy when you do this. Keep everything to do with an instance of an AI contained in that AIs script. Make that script work for x number of an AI, and your life will be happy. It took me far too long to realise this.

    Now, after we got feedback from the people that played our game at Insomnia (Thanks a whole bunch by the way!), we found that aspects of the boss fight weren't particularly great. If you got too close to the boss, you could kill it easily as it doesn't have a melee attack, and won't attempt to kill you. Also the "Dance Floor" as it's affectionately called was too unclear on what it actually does, which is damage the player if they get too close, and the split wasn't obvious at all, which led to players just getting nailed by huge metal barrels from nowhere. 

    And thus, the Radiation Monster fight has been redesigned into something a bit more interactive, and clear on the objectives. For now, the improvements are on the back-burner, while I work on boss number two...

    Speaking of which, here's something pretty to look at!

    BuildingSplosion.gif
    Posted on January 22, 2016 .

    Game Development Blog #1 - Motion Capture

    Exciting developments as always! We've been dabbling with some motion capture software and made a small blog about the process. This is the first of many weekly video blogs about different aspects of game development, just to spice up some of our content!

    Let me know what you guys think of this type of content! Be sure to come back for more weekly posts and more!

    If you haven't already, be sure to follow us on Facebook and Twitter.

    Peace out.

    Posted on January 18, 2016 .

    Insomnia 56 - Review and Reflection!

    As mentioned in our previous post, we were lucky enough to have a chance to showcase Super Street Skate at Insomnia 56 at Birmingham over the weekend. The three of us who attended, myself (Matt) Marin and Oliver had a whale of a time! It was the first time for any of us attending, let alone with exhibitor passes. I'd like to shout out to Selwyn from Audazzle for giving us the opportunity to attend and putting up with us over the weekend.

    So, what was Insomnia 56 like then? Simply put amazing. Everyone we met and showcased our game to were incredibly cheerful and made everything a great experience. You can't help but feel a little timid when you put your game in the hands of complete strangers, but even from only three months of development players were enjoying and really getting into Super Street Skate.

    It was also such a great networking experience, just being able to get feedback from other indie developers as well as see what sort of projects they're working on was fun! We can return to development with fresh eyes of the feedback received, rather than working in what can sometimes feel like a vacuum.

    Finally, on the Friday we actually went on stage with Selwyn to talk about making accessible games and the difficulties facing working within a 3D space. As you can see from the picture above, Oli wearing the fashionable Santa Hat blindfold while I sat next to him to try and give him directions. We were also joined by Daniel, a third year student, Selwyn and our own personal presenter Matt.

    It was so satisfying to get some laughs and interest out of the audience as we showed off some live game-play, it can be a little nerve racking being live on stage with a reasonable sized audience. It's definitely an experience I would love the opportunity to repeat, from just attending Insomnia to being back on stage!

    Did any of you attend Insomnia 56? Let us know if you came to visit.

    As always, watch this space for more regular updates.

    Matt out!

    Posted on December 15, 2015 .