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December Update *Iteration*

Hey Everyone,

Happy holidays! Here is a quick update to let you know what we have been up to with Chronic Blunt Pizunch!  While building out our combat systems, we have been focusing on enemy design and animation as well as story and level progression. The title of this update is called iteration.

Update Vid

Since we are in the prototype building phase, we have been testing out enemy AI and level progression. There is a lot of testing and iteration that comes into play when we are laying out levels and determining the flow of enemies, the placement of buildings and interactive objects.  Some of the concepts and iteration are broken down below.

Combat

We have experience developing combat from our previous games and are inspired by classic and new school beat em up mechanics alike. We are looking to simplify combat in Chronic Blunt Punch with a fresh approach. Some of our favorite action brawlers such as the Devil May Cry 1-25 and Bayonetta come to mind during brainstorming sessions. We want combos to flow freely and allow the player to improvise tag team attacks with heavy attack finishers.

Here is a quick diagram of how we organize combat during development:

 More world building stuff! YAY!

While designing the combat system and characters/character animation we have been working on level design and progression.  Below is another glimpse into the progress of an area in the first level we are building out.

Jersey Streets!

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We have many of the levels built out in diagrams and workflow. As far as progression and style we are finishing up the paint overs and going into how the player will traverse the world and encounter enemies. In these early stages, there are still backend ideas we are developing while we tweak combat, animations, and story, which are fundamental to the game. Once we decide which areas are the most complete we will jump into further production and iteration of each zone. We want to make sure that the environments play a role in the characterization and atmosphere adding nuance to the storyline.

Level Progression Development Diagram

 Level Progression Visual Mockup

Mapping out and testing ideas is the best way to figure out what works and what doesn’t. Ideas come a dime a dozen, but only the tested ideas make it to the end. Your cousin Ray Ray may think he has a good idea about what might be cool in a video game but often what may seem cool in someone’s mind or on paper ends up being boring as hell when you pick up your Atari joystick. We must, iterate, iterate,  iterate, baby!

 Character Design and Animation

*SPOILERS* Below are examples of the Hipster character that we will introduce in the first level. We created a hyperbole of how an annoying, Kale munching, 80 gauge bowl earring wearing hipster with a man bun might look and fight. In this case, we gave this dude a self-aware, combat ready, neck beard. Note: These images are keyframes and do not reflect the final in-game animations.

 Manbun Hipster

HipsterDouchReady1gif.gif

 Neckbeard Attack

 

Since we are talking about animation, we thought it would be cool to share an almost complete animation of Jay getting his socks blown back. With this animation, we wanted to add some silliness and exaggeration to the poses as well as his overall look and feel.

Jay Death Animation

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If you have any direct questions for us, hit us up on Twitter @interabangent or Facebook also @interabangent. We do our best to keep communication flowing quickly and efficiently. Our website should be up shortly, and we will be opening up a forum for our backers.

Happy Holidays!

-ICJMAN

More to come soon! Thanks again for your support.

New Years Update!

Super Comboman Port Update

Hey all you combo fanatics! Hope you have been enjoying the holidays! While we most certainly have been, we are still feverishly grinding on making updates to the console port/pc update of Super Comboman. Today we thought we’d give you a quick peak at some of the changes that we’ve made to one of the more tougher enemies in the game!

Reintroducing GG!!

Remember this tough sonuvabisquit?!?! Well in this new update we took the time to reanimate some of his attacks and make him a bit harder to fight! Even through in a new animation or two! Check it out below (click to view animations)

New Taunt animation:

ggLaughDone

Revised Groundpound Attack:

ggattack2Redone

 

And last but not least check out the small adjustments to his SockedUP Attack:

Old Version:

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Slightly Revised version:

8b1b845797d83dd8a9a329276644cbf3_original

 

And that’s gonna do it for this update! Stay tuned to the next update as we show off some of the level changes!

More to come.

Holler at us! Blammo!

The Yerba Mate Factor

If you don’t know me by now my name is ICJ or Justin Woodward for long . I am an entrepreneur who started  our game company a few years back with the mission of building my team and business while creating opportunities that benefit my industry along the way. We have been through ups and downs, using different techniques for game development,  participated in a company incubator and relocated to different offices a few times. There  has never been a sense of certainty while forging a start up.
During our journey my health and quality of life has taken a few hits. We have worked on staying healthy which is a challenge when you work ridankulous hours and often don’t see the light at the end of the tunnel.

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While experimenting with different ways to stay fresh and energized during double digit hour work days I would indulge in the usual coffee, energy drinks and do my best to exercise regularly. One day a friend who was working in the same incubator space brought me a tall can of this new elixir that I never heard of called Yerba Mate. I didn’t know what it was but remember always seeing him gallivanting around the office sipping hot brewed mate out of a Gourd  with a metallic straw looking device (Bombilla). In my ignorance I would tease him about drinking out of his “coconut”. I did not know the significance until I took a sip from the can he delivered. After a few minutes I felt clarity and an uplifting sense of focus. It was as if momentum washed over my brain and I just started getting things done. It was an intense yet satisfying feeling. After that day I began purchasing  Guayaki on a daily basis and my friend and I would take turns buying cases.  I was done with energy drinks that made me feel like garbo(garbage) soon afterwards.

When I started to drink mate I didn’t realize that Guayaki had a larger mission than just supplying an organic refreshment to the masses.  Their mission was in plain site slapped on the can.  After reading and further research, I found out that they were actually saving the forests where the organic Yerba Mate was harvested. Each sale went into the restoration of the South American Atlantic rain forests as well as create jobs for the local people with an interesting business model that they call Market-Driven-Restoration. Once I found out about this I became more of an advocate.

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Living the life of an independent game developer for the past 5 years and having worked with and talked to a variety of game developers I began to realize that we need to take more care of our bodies through sleep, eating healthy

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and finding healthy sources of energy. I believe that the future of the tech industry and game development will be conscientious of what we are putting into our body and start sharing knowledge about health while grinding on our dreams, this will help with productivity as well as making the process enjoyable. Guayaki is one of those companies that will become integrated within the culture and bring on some of this positive change.

Happy New Years!

2013 has been an exciting and busy year for Interabang.  We hope that everyone has a safe and happy new year.

Super Comboman

Our primary focus this year has been Super Comboman. Our team has been working around the clock on everything from art design, levels, gameplay mechanics, abilities, perks, cinematic cut scenes and in game combo store where you can purchase items via in game currency.

We were able to show off some of our progress off at a number of events including PAX East, PAX Prime, The Mix LA,  and The Mix San Francisco IGN. Super Comboman was featured on the Twitch main stage at PAX Prime and Justin aka “ICJ” was interviewed with Jonathan Holmes on Sup Homes via Destructoid.com. Finally,we partnered with Adult Swim Games for publishing and announced that we will be releasing on Steam. All in all, we are heading in the right direction.

Interabang/Mugen booth! Twitch2

The Mix

The MIX

We hosted The Mix in San Fransicso and in LA, teaming up with Spencer and Trish Yip from Siliconera fame and his studio YummyYummyTummy and John Polson. During the event the press demoed indie games and spoke with their developers prior to release. Over 30 developers from all over the world participated in The MIX.  The roster included award winning and experimental games that were later released and featured on Steam, XBLA, PSN, iOS and other platforms.

DSC_1669 DSC_1682

Freekeyfridays

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Freeekeyfridays was started 20 weeks ago as a platform for indie developers to give away copies of their game to lucky winners via raffle and twitter contest. We  have since partnered with Indiegames.com and Desura Games. Freekeyfridays has featured over 40 Indie developers and titles and we have given away sets of keys to over 100 people. To join in the fun follow @Freekeyfridays.

2014 Super Comboman and beyond:

Super Comboman will be released early 2014, we will continue to make adjustments as necessary and show off the game any chance we get. What is after Super Comboman? Besides a break?!  Our team is talented and eager to whip something else up, stay tuned to find out!

We will host The Mix  in San Francisco again with the help of our fellow devs the week of GDC. Will continue to develop Freekeyfridays  with any more  wacky ideas we think  in order to help support our indie friends and the indie culture.

We hope that 2013 has treated you with justice and kindness. Looking forward  2014 and beyond…

THE MIX Media Indie Exchange

The MIX

The MIX SF

Since being involved with the IGN/Gamespy Indie Open House, we have been working with indies and creating ways to advance the culture. At this year’s GDC we teamed up with Todd Northcutt from IGN and indie evangelist, John Polson to put together an event called THE MIX which stands for Media Indie Exchange.

The event consisted of 30 indies from all over the world that ranged in talent and were producing games in a variety of genres. Curated games were close to completion or under wraps. Individuals from the press were invited to play refreshing, high quality games exclusive to the event.

The press had new games to play and report on if they wished and Developers had chance to share their projects and mingle with press without too many distractions. Another perk was that devs could talk shop among their peers and create new allies.

The MIX LA

With this year’s first GDC Next popping up in SoCal we created the opportunity to throw another MIX showcase. Thanks to Spencer Yip from Siliconera and his wonderful wife Trish who run a start-up mobile game studio called yummyyummytummy we nabbed a dope spot. This time instead of being in SF the setting was beautiful downtown Los Angeles on the roof of the live work lofts at Tenten 1010 Wilshire.

We had around 25 devs including Interabang Entertainment, sponsors, food, dranks and press. It was a great time, location and we got a chance to meet with some new devs and press. It took a lot of work to put together but was worth the effort.

Devs that showed up at MIX LA included:

Doublefine with Broken Age
Magical Time Bean with Escape Goat 2
Lab Zero with Skullgirls
Heart Machine Games with Hyper Light Drifter

More details about the event:

www.mediaindieexchange.com

We will putting together another event for GDC in March and will have in depth postmortem with details about our mistakes, successes and planning events like this in the near future.

 

Meet Biscuit?!

 

Week 1 Character Reveal: Biscuit

Fan Art contest. Post your art interpretations of Biscuit, next Monday we will pick a winner and you could win a cool Super Comboman Poster.
http://www.youtube.com/watch?v=YzPvoG8Wz9o&feature=youtu.be

 

Check out our facebook page for more info!

 

Smashing the Game Development Wall

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Pretty T watching the peeps play SCMI have been meeting with some great developers over the past few years since I decided to move up to the bay. Many of the devs are in the same game boat and have a similar psychological makeup, crazy. In reality when we jump into this racket and become “indies” (I use that term loosely) many of us are following a dream which ends up becoming the biggest challenge of a lifetime. You are not only an a.) Game developer, you are also a b.) Marketing Pimp c.) Janky Attorney d.) creative director e.) Marketing Whore and this list can go past Z. Chief, Chef and Bottle Washer is the name of the game. This not only applies for one individual but for the whole team if you are lucky enough to have a few loyal people to burn their bridges of certainty to work on a game.

The last few months have been hectic with PAX, development and funding prep. Things that pop up on a regular basis. Figuring out which events to go to, when to go and when to work is tricky and a challenge in itself. Sometimes when we get into the swing of things and are blindly focused on our projects we tend to forget about the journey and what we went through. We start to gather arms in order to meet the next challenge. This is a mistake that I intend to fix, the path taken should be documented so we can be ready for the next trip or share our journey with others.

Interabang/Mugen booth!

In the next couple of months I will be writing a series of blogs that speak on my experiences with marketing, game development, production with a team and working with Publishers all through my eyes. Some will be video blogs and some will be written, whatever I feel at the moment. Lets Go!

Soundtrack Update with Super Comboman Composer Sam Billen

Super Comboman OST

Composer Sam Billen, joined the Super Comboman Team early on in development soon after our first Kickstarter campaign. He has been putting together some unique themes that are reminiscent of classic games that were staples on consoles when we were growing up. Similar in the sense that they are original and not just bites from popular riffs or contemporary pop songs.

With the music we wanted themes that were iconic and fit with the tropical theme and unorthodox characters of our game. We went through many iterations of the theme and we now have a great balance of ominous boss themes and energetic title tracks that really set the tone for the game.

Super Comboman OST Samples:

Hope you enjoy the and the music as much as we do. We will be releasing the OST with the game and leak tracks as they are available. We have also busted out some interesting sound design ideas which we will be sharing soon as well.

Early OST Reward

Full Song Downloads

We will be sending keys to download the full length versions of the songs demonstrated above to Kickstarter Backers and those who Pre-order Super Comboman at the $15 level or above through. If you haven’t pre-ordered yet you can bust it open through the website. www.supercomboman.com

We will have some up and coming changes to the SCM site soon.

If you want to check out more of Sam’s amazing music visit: www.primarycolormusic.com

Thanks for your support!

New Years Update and Artbook process!

Hey everyone! Bye now you’ve taken a look at the latest video update! Hopefully you enjoyed the video as much as I did making it. More vids will be coming in the future but in the meantime I wanted to show just a rough that I didn’t use for the final but may use in the future!

Here is the Original pose that I was working with prior to switching it to the one seen in video. and below it the image that you see in the video that I decided to go with for the final. While I do still like the original pose, it just wasn’t going the way I wanted it to and I eventually decided to start over again.  As you scroll down I eventually went from inking the piece to what would eventually be a final attempt at colors and shading. While trying to decide how well things were coming along,  I realized I wasn’t the biggest fan of how I depicted her face and made a few edits that you can see in the bottom image. Thanks again for checking out the blog, be sure to keep a look out for more updates!

Team Super Comboman’s Evolution of Crowd Sourcing Campaigns [Videos]

Crowd sourcing is an interesting online innovation. Portals such as Kickstarter and Indiegogo have made it easier and more mainstream to fund innovation without having to be a hardcore enthusiast. People get to be a part of the project and see progress as development occurs “organically”.

Since the conception of our second game we have tried various ways to fund the project through the gauntlet of crowd sourcing. There have been ups and downs when moving forward but there are always lessons learned through each experience. This post briefly goes over our adventures.

Crowd Sourcing Episode 1: Kickstarter
The first time we launched we had just finished our first game and did not even have a prototype. I was working on my Masters degree for game production and management and everyone else was working at Sony or another studio. At the time we were working on some interesting concepts for games and decided to move forward with the idea that is now Super Comboman. When we applied to Kickstart our project we spoke directly to Cindy Au which was THE curator and person really pushing for the games category. She was mad cordial and accepting of us on the platform.

We had no clue how to market ourselves on the platform, there was no template or huge Banner Saga/Doublefine successes. Most of the game section was saturated with board games and figurines, this made it more difficult to stand out and get attention. We spent a few weeks on the pitch. We came up with a game mock up and a script for how we were going to shoot our idea. We checked out equipment from our college..which turned out to be jankyer than an HD Flip cam that we used the next year. We got all kinds of lighting equipment and background garments you can see that we snuck footage of us setting up in the video. The sound was hilarious and the way it was edited has me cracking up to this day.

I made a homemade Struggles Costume for the pitch and a gradually put on more pieces of the outfit through the different segments of the video. I bought a fat suit stomach piece, a Hawaiin shirt, cargo shorts and a fanny pack which housed a stack of oreo cookies. I made the head piece with Styrofoam planet balls from Wallmart that I spray painted. I had no ides that spray painting Styrofoam dissolving the material which actually added a curly hair texture. I put a hanger through all of the balls and made a helmet. It was whack and hurt like a mo-fo and would not recommend mammy made domepieces to anyone.

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