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Showing posts with the label news

Back to work!

Work on A Thug's Ascension  was slowed down from November 2019 to March 2020 because of some important examinations, but those exams just ended yesterday, and now we're back to work! Now that the exams have ended, we just got a three-month break from school! We can use this time to work on A Thug's Ascension  and develop a ton of new content before the game enters beta phase! During this break (March 19 to June 20), we'll work on the game for 6 to 12 hours a day. After the break (from June 21), we'll work for 2 hours on school days and 4 hours on weekends. We'll be working to enter beta phase in Q3/Q4 2020, hopefully by August. A closed beta will be released for external playtesting, which will be followed by a beta gameplay trailer! Let's get the game out on Steam by 2022!

An update

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First of all, Happy New Year 2020! I wanted to update you guys with some important news regarding the development of A Thug's Ascension . Obviously it's going really well and we've come a real long way with the game, but it's slowed down since November 2019. It will stay like that until the end of January 2020, after it completely stops for February and March 2020. This is because of my and Diwangshu's grade 10 school board examinations, which are very important tests that require a lot of preparation. That is what has been slowing the development down. The good news is, after those examinations are over (March 19, 2020), I will have three whole months  of holidays (March 20 to June 20, 2020) to work on A Thug's Ascension , and I'm gonna dedicate all of those three months, minus some 10 to 15 days of holiday trips, to its development. Obviously development will continue after  those holidays are over as well, but three months of holidays from school is a...

Alpha released!

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The alpha of A Thug's Ascension  has been released to our closed group of external playtesters! Here's the itch.io page and the official webpage . Here's the official Alpha Reveal Video . It reveals the early work-in-progress gameplay of the title, featuring open world exploration, combat, driving, quests, side quests, character progression and helicopters! We at Moonwalk are looking to exit alpha and enter beta phase within one year from now (now = July 31, 2019). Beta means no more placeholder graphics, more SFX, VFX, more details, more animations, better U.I. and fancy stuff we can't afford right now like reload SFX/animation and recoil! We have selected a playtesting squad for testing the alpha and reporting bugs and stuff: LightVelox mefsh TehGM Loading... williamristorp This playtesting squad is headed by our 3D artist, Diwangshu Kakoty, who's also the QA lead. Remember the guys above have no connection with Moonwalk Entertainment an...

Prototype Review

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It has been 2 weeks since the A Thug's Ascension prototype release on March 28 this year. We managed to give away 17 out of our max 20 keys (which is good) and got some honest feedback from our playtesters. So there are 3 keys remaining right now... join our Discord server  to get one if you want to play the game too. We now analyze the feedback and decide whether to continue with A.T.A. or not. Here is a list of the most helpful given reviews. Feedback This is a list of some of the important feedback messages posted by our playtesters in the Moonwalk Entertainment Discord server. Oriki Ofcourse there were a lot of bugs and problems in the games, as it's a prototype after all. But was the game fun? Yes, to an extent. The reward at the end didn't feel like it had any meaning, maybe create those gang initiations as a result of bounties or something like that, either way, I felt the objective requires more meaning, and the fights between gangs and the general should...

Prototype Release!

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The wait is over, people! The prototype of  A Thug's Ascension , our open world game, has been finally released! Now everyone who wants can play the game, and give us direct feedback! A Thug's Ascension has now been released as a closed prototype on itch.io under the itch.io refinery program. All those who have registered as external playtesters in our Discord server will receive a key using which they can get the game. You can join the Moonwalk Entertainment Discord server to register as a playtester before we run out of keys if you want to play the game. Playtesters will be able to give direct feedback to us, which we will compile after 2 weeks, after which we'll look into what is to be done with the project, that is, whether to continue with it or not. Remember that the prototype is an extremely early version of the game and we are years away from the final release (on Steam). For the prototype we have given foremost attention to gameplay, and art has been, to...

January 2019 Week #3

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End of yet another wave of exams, and in return a lot of work on NPCs plus some big decisions that are gonna affect the game a lot in the long run. We made some models for city-building. ADITYA CHANDRA   (Lead Developer) I started out by dividing the equipment into categories... so now you can like no longer 'equip' a heal-item or 'use' an equipment, so now it takes it all into account. That marks the equipment system basically almost done. Then I got right to the NPCs. For now I made friendlies blue and enemies orange (the player is a different shade of blue). Textures coming soon. I incorporated almost all the animations! Firstly they have many 'states' like default, following, attacking, fleeing, driving, etc.. The default state is where they do what they've been specified to do in a different 'deafult state' enum: idle, patrol (around given waypoints) and wander (aimlessly). For patrol, you can specify the position of the way...

September 2018 Week #4

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Hola people! This week was obviously something else, we managed a ton of progress like the last week! ADITYA CHANDRA  (Lead Developer) Last week I was busy animating the humanoid characters. This week, I started U.V. mapping the character so that I could texture him. The character was U.V. mapped in Blender, where it was made, rigged and animated (...and painfully experimented upon). It was not easy: first I attempted unwrapping the mesh to get a U.V. map without marking the seams, "It's just a cube-y little guy. What could possibly go wrong?" But when the unwrapping was done, what I got on the U.V. layout was something that looked like a potato. Learning from that mistake, I went on, carefully marked the seams, ignoring all the unnecessary vertices, and then unwrapped. This time, it wasn't a potato... it was a mashed, rotten potato. Frustrated, I then just selected all the vertices and clicked on 'Unwrap'. This time, I got something I could us...

The Development Begins!

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Hey, guys! What's cookin'? Today is September 1, 2018, and development on A Thug's Ascension  has now officially begun! So, our 3D artist, Diwangshu 'D.K.' Kakoty, has already started playing around in Blender, working on some of the assets required for A Thug's Ascension  ( moonwalkent.net/ata ), but our lead developer, Aditya Chandra, was busy with other stuff, mostly preparing for the project and finalizing plans. Now, every model made by D.K. yet is in, and Aditya is ready to begin development!!! Before going further, check out some of the amazing stuff he has made for A Thug's Ascension : So, what first? First of all, Aditya will have to review all models made by D.K. and check if they have any errors (like invalid surfaces, overlapping meshes, etc.), and if so, D.K. will have to fix and resend the invalid models. Then, we will have to check if our hardware and software are performing as expected and are functioning normally. Then, afte...

A Thug's Ascension - Development Begins Soon

This is the official announcement of our upcoming open world action-adventure video game A Thug's Ascension  ( A.T.A. ) by Moonwalk Entertainment. Development will begin on September 1, 2018. It's gonna be a roller coaster ride for A Thug's Ascension , or A.T.A. . Like 5-6 days ago I created an unnamed Unity project called 'OpenWorldGame', and tried adding some asset store shit to it and set up an open-world-style environment. That worked out okay-ish, but now experiments and practice and all forms of warm-up are over; it's time now to actually start something. I want to make an open world game I'd like to play, and I actually want to properly publish it. I don't need it to be hugely successful. I don't need it to to make me a millionaire. I just hope it gives my portfolio enough weight for securing a career in the field of video game development. Most importantly, I want the game to be good enough for me  to like it, and I want it to make me a ...