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About Carnevil
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I fail it.
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I don't have the rights to the music - Bobby kept those, so he'd be the one to ask. Pretty sure the original music is MIDI too, and just got exported to a different audio format, so if you're super lucky (or ask very nicely!) you could get the originals. Probably a longshot, but just throwing that out there.
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Hey, sorry for the bump, but we're going to be having our full release next week! It's come a long way, and there's a new trailer and everything. Here it is! (Original post has been updated, too.)
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We've now been in Early Access for one year, and just put out a big milestone update to celebrate! With this update, all of the existing content is 100% where we want it, so if you haven't checked the game out yet, or haven't in a while, now is the time!
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Nope. The audio is done by the folks at AK Audio. I'm pretty amazed at the job they've done, too. For instance, the music is dynamic and responds to the current state the level is in, the overall intensity, etc. and flows seamlessly from one state to another. The sounds are also dynamic and randomized to keep things from getting stale - important for a rogue-like.
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You're right - we did drop the ball with Wrack. It was our first game, and because of that, we made a lot of mistakes. For one, I thought the quality bar was high enough with what we showed for Greenlight and that'd we'd be able to press ahead with all three episodes. That certainly was not the case, and I had to go back and remake all of the levels, which set us back several months. Without any kind of financial support, we didn't have much choice other than to launch with what we had, and try cultivate further interest, which just wasn't there unfortunately. Maybe it would have been better to press ahead, rather than redo. Maybe three mediocre episodes is better than one pretty good one. You're certainly entitled to your opinion, but the animations and enemies as a whole in Exoverse are far superior to those in Wrack. The weapons in Wrack were pretty boring, and well... think we've done a better job in Exoverse!
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Thanks so much man! I think you'll like both, but Exoverse is definitely the superior of the two. While we're proud of Wrack, it was our first game and a bit amateurish, and lot of what we did to set the game apart from other oldschool FPS really didn't work that well. Score, chains, and finishers were neat and all, but didn't really have much purpose. In Exoverse though, your "score" is money you can use to buy towers and items - so there's actually a point to try to mow enemies down one after another. Plus, power shots (similar to finishers in Wrack) can be used whenever you like once you've charged one up, so the whole system is much more forgiving.
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Thanks man! We'll certainly try for GoG. After this next update (which is a big milestone), we'll look to branch out to other storefronts. Steam ain't what it used to be. (Also, added some screenshots to the original post.)
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Hey everyone! We're back - with a new Wrack FPS! Some of you might recall that we had a Kickstarter for this back when it was called Wrack: Starfall. Despite it failing, we pressed on and have been in Early Access for about a year and a half. We've made huge strides since our initial release, and are now ready for our full release. So what is Exoverse? It's a comic-styled tower defense FPS. You're building a maze of towers, blasting enemies as they run through, and finding powerful weapons and items both in the shop and levels. Best of all, it incorporates rogue-lite elements like procedural generation, so it's different every time you play. Here's the full release trailer: Thoughts? There's still some things we're really looking to nail down before focusing on additional content, but we're really pleased with this, and recent reception has been great, too. Last few updates have gone a long way to make the game a lot more fun, and less confusing. It's currently on Steam in Early Access.
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We've officially launched the site for this. Probably what's most notable about this is that we're opening our Trello up to the public. This means that anyone can follow along with the project and see what we're up to, how things are progressing, what's coming down the pipes, etc. Full write-up of all the new stuff here.
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Ah, well thank you very much! It is indeed! In fact, it has even more in common with that than the font. Because it's in part a comic-themed game, the different combo ranks in MvC3 refer to comic characters (Fantastic! Incredible! Galactic!). Because Wrack is also influenced by comics, it references similar things with its kill chains on the left side (Amazing! Beastly! Marvelous!), but also references classic shooters with its kill combos on the right side (Ludicrous! Serious! Unreal!).
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Alright, still working on the website redo a lot (please forgive any issues with it), but here's my little write up on the Kickstarter campaign, and what we're up to next: http://www.wrackgame.com/the-future-of-wrack-starfall/ I certainly agree which is why we're getting out of the oldschool shooter business. Starfall is a tower defense FPS with rogue-like elements, which is something that hasn't been done before. It's unique and interesting and I think we're on to something here.
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Ah, well thanks. I appreciate the support. Really there's nothing or nobody to blame here other than me. Reception to the page and the idea has been very positive, and the average pledge has been very high (>$45). Just didn't get enough eyeballs on it and hadn't laid enough of the groundwork early. Firing off a few press emails the day before (which was Easter) wasn't going to cut it. I'll have more to say about the process and future in a day or two. Well, those kind of go hand-in-hand.
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"The Return" - John Romero and Adrian Carmack's Announcement Video
Carnevil replied to The Civ's topic in Everything Else
It's hit >10% in the first day, which bodes very well for it. History tells you that's about the number you want to be hitting in the first couple days for a campaign to be successful. -
I'm Kickstarting one!
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It was indeed! :) It was finished and released in 2014. We just chose not to expand it afterwards for a multitude of reasons. But people got exactly what was promised to them and what they paid for. I know there are those who wish we'd return to the original Wrack, but like I said earlier, a change of direction was pretty necessary.