Thursday, December 5, 2013

Arc Update Hits OUYA, First Alpha Goal Live!

Arc Update 1.1.0 is now live on the OUYA store.  With this comes our first Alpha Funding Goal, codename Goomba Abduction.  This goal can be tracked live on our website and is updated hourly.

The first goal has a funding target of $250.00

The contents of Goomba Abduction will be:
  • Platformer Level 1
  • Boss #2
  • Mini Game #1
  • Ice Gun
  • Laser Gun
  • Auto Turret Utility
  • Resurrection Utility
  • Community voted feature

Wednesday, November 27, 2013

Arc Dev Diary 11/27/2013

Jake
Short update today, I did more export testing, and light baking.  Things are now ready for us to ship this next update.  Starting friday we will be looking at our platform level. Everyone have a great turkey day!


Zach
Today I spent the first half of the day testing/fixing a handful of purchasing state issues on OUYA.  This is one thing I can’t test on the PC side due to needing to communicate wtih the actual OUYA servers.  This was a long cycle of test, modify, build.

Tuesday, November 26, 2013

Arc Dev Diary 11/26/2013 - Light Baking and Final Fixes Before 1.1.0

Jake


Hey everyone, I’ve been MIA on the last two updates, sorry for that. Had some work stuff to get done on my job I get paid for, and promised the wife I would take her to the Dr. Who special at the local cinemas yesterday.  Even with this other stuff going on, my computer has been at work since saturday morning and hasn’t stopped today.  I’ll attempt to take you through this tedious process of light baking in our editor.

Monday, November 25, 2013

Arc Dev Diary 11/25/2013 - Lighting and Menu Finalization

Zach
My day was spent cleaning up various menu state bugs and testing armory navigation on the OUYA.




Jake has been replacing various materials in the OUYA scene with baked lighting.  This reduces the work that the GPU has to do because instead of the material producing an effect in realtime, it is now just baked into the texture.

Friday, November 22, 2013

Arc Dev Diary 11/22/2013 - Item Upgrades & Stats - See: Smote, Ruin, Mountainside

Jake

Today I really didn’t get much done, real life got in the way and I was stuck doing paperwork in the office most of the day. I did set my PC to a high end light bake for Arc but nothing is ready to show yet for what little I got done today.
Zach
After surfing through a sea of various conditionals for guns and items, I’ve finally reached the top of the mountain.  The shield was the last item on the list and with it complete, the data side of the armory has been fully implemented!

Thursday, November 21, 2013

Arc Dev Diary 11/21/2013 - New Terminals & Armory

Jake


Today I started with cleanup and final touches on our ready room.  I wasn’t happy with how the field of view was distorting the consoles on the ends and that you couldn’t see the keyboards.  So I did a quick redesign on them.

Wednesday, November 20, 2013

Arc Dev Diary 11/20/2013 - Lighting & Terminal Menus

Jake

Today I worked on interior decorations and lighting for the Ready room.  The first thing I did this morning was model and texture a simple light. I then created a burst map and installed them into our room.




Tuesday, November 19, 2013

Arc Dev Diary 11/19/2013

Jake
I started out today looking at the weapons testing room again, and I still wasn’t happy with the layout of it.  After a quick morning meeting with Zach, we made the decision to redo the item equipment system.  

The biggest issue was that it looked too cluttered with boxes and guns all over the place. Also, what would happen as we added more items to the store?  The realization came to both of us that this room wasn’t gonna work.  So another redesign, promise it’s the last one :)

Arc Dev Diary 11/18/2013

This week we have the following planned.
  • Bring PC build to parity with OUYA build.
  • Push PC build out and start Greenlight campaign.
  • Redo ready room
  • Complete Armory
  • Complete upgrade system
  • Complete platformer level


Jake


I woke up today at 6am, and decided to undergo the major task of redesigning the ready room.  We have been talking for some time about how claustrophobic it feels. I have been putting this off mainly because once I bring a new model in, all the lightning, sensors etc… have to be redone.


I started in 3d max, did some quick redesign, and uv mapping, then some readjusting in gimp to tighten up the texture.
 

Thursday, November 14, 2013

Arc

Platform: OUYA
Players: 1-4
Release Date: Nov 14, 2013
Press Kit


We started working on Arc 3 months ago and are now entering alpha-funding.  Our hope is to get enough support to continue working on the game.  This is a game we truly believe in, and we hope you do to!


Wednesday, September 18, 2013

Breaking Radio Silence


We've been hard at work here at Hypercane Studios.  We started prototyping a new game on June 26th and are closing in on a playable product.  Here is a small teaser of our newest title, Arc.

Arc

Tuesday, June 18, 2013

Win a MOGA Controller with Rage Runner!

Contest Date
6/18/2013 - 6/28/2013


We are throwing our first official contest for Rage Runner.  Up for grabs are a MOGA Pro Controller and a MOGA Pocket controller (http://www.mogaanywhere.com/about-moga/).


We are dropping Rage Runner to 99 cents for this contest!  Anyone that purchases Rage Runner on OUYA will also receive a FREE copy of the PC/Mac version.
To redeem your free copy of Rage Runner on PC/Mac email us (hypercanestudios@gmail.com) after making your OUYA purchase. We will confirm your purchase and send you a coupon code for the PC/Mac version.


Tuesday, May 14, 2013

Rage Runner Dev Diary

This short developer diary gives you an inside look into the making and gameplay of Rage Runner.


Wednesday, May 8, 2013

Rage Runner Postmortem


Rage Runner

Rage Runner is the first major release from Hypercane Studios (that’s us!).  Rage Runner is a fast-paced 3D obstacle avoidance game where the player hurdles down miles of trench as fast as possible while avoiding obstacles.  The levels are hand-crafted (not procedural) and the player is serenaded by some pretty awesome dubstep beats from artists TeknoAXE and Creedo.

Wednesday, April 24, 2013

Rage Engaged!

Thanks to everyone that stopped by and checked out Rage Runner at OMSI After Dark.  It was a pleasure meeting all of you!


Tuesday, April 16, 2013

Play Rage Runner at OMSI After Dark April 24th

Stop by the Hypercane Studios booth at OMSI After Dark and get some hands on time with Rage Runner for the OUYA. Good thing this is a 21+ only event, because after a few rounds of Rage Runner, you might need a stiff drink! Get a high-score and get your name in the game. If you have any interest in indie games, or just want to come support us please stop by! Event starts at 6PM Wednesday April 24th.

http://www.omsi.edu/afterdark

Tuesday, March 26, 2013

Rage Runner Launch Official

Fellow gamers, in the following days, do what you must to bolster your egos.  This may mean moving out of the parents house, taking those training wheels off your bike and learning how to cry like a man.  The dudes over at Hypercane Studios today announced the release of Rage Runner for the OUYA game console.  Rage Runner’s self-heralding as the biggest gaming challenge since the era of square game controllers is a resounding reminder that, in the indie world, your mom does not make your video games for you.


Thursday, March 14, 2013

Ouya Rage Runner - Composing a Level to the Music


Here is our latest build of Rage Runner.  In this video we are doing some level building and testing.  Note that the music you are hearing is part of the game, the level was designed specifically for the music being used.

Just a disclaimer that we're having issues getting good quality video onto youtube.  The game looks razor sharp at 1080p on the OUYA!


Tuesday, March 5, 2013

New UI & Instant Replay

We refined our UI and added an instant replay feature this week.  Instant replays can be saved/replayed and at some point we're looking into allowing them to be uploaded and also used as ghosts.


Tuesday, February 26, 2013

Rage Runner Server Features

We've finished implementing some server features for Rage Runner.

Highs Score Server
  • Tracks high scores worldwide
  • 5 score slots per level
  • Old school initials entry
Level Server
  • Hosts community generated levels
  • Allows users to upload/download levels
  • Allows rating levels
Further enhancements like sorting and filtering are slowly working their way in.



Tuesday, February 19, 2013

Rage Runner Level Testing

Trying out a new level for the first time is always a blast.  Join Zach as he plays through a new level and tries to conquer it.


Tuesday, February 12, 2013

Rage Runner OUYA Level Editor

We've been hard at work on the Rage Runner level editor.  Here's a demonstration of it running on the OUYA.


Sunday, January 27, 2013

Hands-On OUYA Gameplay (Rage Runner)

Our local indie game group PIG Squad has a board game night down at the Side Door once a month.  This is a pretty great opportunity to get hands on feedback for your works in progress.

We carted our LCD monitor and OUYA into the trenches to get some free playtesting and feedback.

We took some gameplay video and also recorded a few soundclips from our 4 hour session.

Tuesday, January 15, 2013

OUYA Live Gameplay

Some OUYA footage from our work in progress.


Black is hard on video compression, so here on some screen captures that represent the actual quality.




Thursday, January 3, 2013

Ohhh YEAH!

Today, a package arrived from Hong Kong.  It's quite cold here, so while we waited for our special package to come to room temperature, we did a short photo shoot.








Now time for some fun!